3 Spellcasters and a Dwarf
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Session Seven

Session 7 was on a Friday with 4 players.

The players were:
Valcarius
Shamos
Pel
Turrin (new recruit, current player)
Berta (forcibly recruited)
Tarkus (forcibly recruited)

As with every session, the adventure began at the gates of the legendary mountain fortress of Castle Torrog. The party descended through the foothills and into the shallow valley below until they reached a crossroad.
Ahead the party spied an old damaged tower, on the top was some movement - a goblin!
  • Mmm, tempting?
The party decided to head south at the crossroad and avoid the tower entirely.
  • Ahhh well.

The party followed the path as it threaded its course southwards between the foothills to the east and the unexplored expanse of forest to the west. This they did for some hours without incident until they spotted something that seem out of place at the limits of the forest treeline. The party approached and investigated.

The party found an overgrown and partially sunken archway. They also discovered the ruined remains of walls stretching off in either direction. They then investigated the archway and discovered it was of 'Vainorian' origin.
  • Hundreds of years ago, before the coming of 'The Malignancy', this region was once the nation of 'Vainor'.
The gate that once blocked entrance through the archaway had rusted away into insignificance and did not hinder the party as they went through the archway.

​Beyond they saw a faded pathway that went its way through the the gloom of the forest. The path had given way to nature long ago, but was just about still visible. After a small way, it led to a paved courtyard and, on the other side a small structure.

The courtyard fairly clear. Weeds and plants had grown through the cracks in the courtyard, but for the most part, it had kept the encrouchment of forest at bay. Although given a century or two, it too might be consumed.
The small building on the far side had not fared so well. Trees had sprung up around it, its foundations were sturdy enough to resist the roots, but branches and creepers had worked their way through what remained of the windows and roof tiles, bushes and weeds had sprung up amongst the flooring, filling the interior with foiliage. Much of what had been within, was lost.

The party examined the structure and unlike the walls and archway, found it to be of Ascurian manufacture.
  • In the time known as 'The Era of 3 Empires', the Ascurian Empire was the last, the largest and the most wicked of these 3 empires.
  • The Ascurian Empire ruled this region centuries ago, until it was driven out and finally vanquished.
  • Amongst the generals that led this liberation was 'General Vainorius', who became ruler of the region, birthing the nation known as Vainor.

​The party searched the area and found a way downwards in amongst the greenery and foilage.
  • When creating this dungeon, I imagined it would be one of the earlier areas that the players would explore. Session 7 is a little later than I expected!
  • This dungeon is created to be like a classic sort of dungeon, with a rust monster, stirges and a carrion crawler.
  • It is quite small - it is only 1 level and has about 14 rooms.
  • The final room has jewels and other wealth piled at the feet of a demonic statue!
  • The statue is a depiction of a Ascurian power who has dominion of over snakes.
  • It should also be noted that this dungeon also features numerous snakes and poison traps.

Without further delay, the party descended into the darkness below. 
The party began exploring a soon came across a room and investigated. Inside they found numerous iron items that had rusted away and a half crushed helmet.
  • Rusted away items.... What could that mean.
The party exited the room and continued onwards down a long twisting and turning corridor. Turrin was on point and as they moved forward, he searched for traps at every possible opportunity.
  • And I do really mean every possible opportunity.
  • Unbeknown to the players, whenever they decide to search for traps - I make an encounter roll.
  • Remember that searching for traps involves doing a lot more than than just eyeing the floor briefly. It actually involves spending 10 minutes or so searching a 5'x5' square.
  • Also, having a potential consequence occur when the players decide to search for traps is fits with the ethos of every player decision matters.
  • This meant making a lot of rolls because the characters were doing a lot of searching. - Turrin's player noticed my dice rolling and made a comment about, 'Somethings happening.'. - Metagaming.
  • It didn't help, because he didn't spot the dart trap 2/3rds of the way doing the corridor.
Unfortunately, as the party advanced Turrin failed to spot a pressure plate that triggered a dart trap. Luckily Turrin survived the trap relatively unscathed.
Picture
​The party turned a corner an encountered a 't-junction' that led through a open door into a room. Turrin entered the room that was empty except for a pile of old rusted junk in the south-east corner.
  • Hint, hint, hint!
  • This is, obviously the lair of a rust monster - a classic D&D monster.
  • I like the idea of encountering a rust monster early on. I imagine watching the players armour and gear disintegrate into rust right at the start of a dungeon is quite amusing.
​A moment after Turrin entered the room, there was a disturbance in the pile of rust and a strange creature with waving antennae emerged from the rust. Turrin held his ground and Berta charged into battle but her short little legs meant she could reach the creature in 1 turn.

At this point Shamos stepped in and fearing the worst cast his Chromatic Orb at the beast.
  • A wise decision.
The Chromatic Orb attack was a critical hit and the creature was slain in a single hit.
  • ​Dang! Another critical hit from a chromatic orb. Alas, it was not to be.
After their not quite so dangerous encounter, the party searched the area and found that part of the wall was false and led into a hidden room. Looting it for its treasure, the party moved on.

After exiting the rust monster room, the party pushed on cautiously checking for traps at every opportunity.
  • *Sigh*.
After a couple of corners, the party come to a cross road and decide to first investigate to the east. The party enter a large room filled with detrius. The noticce that something is moving amongst the rubbish - a swarm of snakes!
  • On paper the snake swarm did not look too menacing because it has a small entry in the Monster Manual. But actuallyif it hits it does 2d6 damage and a further 4d6 poison damage (save for half)!
  • Luckily for the party, the swarm had a taste for dwarf-flesh and attacked them.
  • Dwarves have resistance to poison - this means that dwarfs take half damage from the poison and a quarter damage if they make their save.
The snake swarm attacked the party and managed to land a couple of poisonous attacks on Turrin, luckily his dwarven hardiness kept him going - although eventually he succumbed and fell unconscious. But the swarm was defeated and no-one died.
​After this the party searched the room and found 2 hidden doorways.
The 1st hidden doorway led round a corridor to an empty room.
The 2nd hidden doorway led to a longer corridor. The party continued to explore this passageway and they came to another 'T-junction.
It was at this point that Turrin made another of his frequent trap searches.
  • And I made a now frequent encounter roll.
  • Encounter; my roll resulted in an encounter - a swarm of snakes, (this is a snake & poisoned themed dungeons after all).
Whilst Turrin is searching for traps, a swarm of snakes has sensed the party attack.
The party manage to dispatch the swarm without too much trouble - once again dwarven hardiness against poison proves very useful.
The decide to investigate down the 'T-junction' and see a room filled with underground vegetation such as mushrooms and fungus. In the farthest corner is a chest...
Turrin decides to check the room for traps.
  • Of course.
He doesn't find any and enters the room. Unfortunately, he didn't manage to spot the gas spore plants too well hidden amongst the vegetation. The spores burst, filling the air with poisonous gas and forcing him to deal with poison.
After the gas clears, the party discuss why they couldn't spot the trap.
  • Best place to hide a leaf is in a forest.
  • Best place to hide a gas spore trap is in a patch of mushrooms.
After the conversation steps up to the chest and opens it. He was distracted and everyone forgot to call for a spot trap roll!
Picture
  • Even Turrin
  • Yes, it's the old 'trap directly after a trap' ploy. Normally players are extremly cautious after encountering a trap. But this time they were caught off guard.
Shamos survived the trap and the chest was opened and duly looted.
At this point, the hour was late and the players decided that they need to beat a hasty retreat.

The return journey was without incident.
  • There you have it; a fairly sensible adventure without too much incident.

End of session seven.
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