Thursday, March 15, 2012

Session #1: Region A.1

Daeran lights his hooded lantern (bright light 30 ft., shadowy 60 ft., 6 hrs.) and falls in behind the dwarf who leads the way with axe and shield at the ready. Bardobis draws his rapier and enters the cave next. Esme unloops her bow from her shoulder and takes up the rear.

The cave is low and shallow. Many footprints mark the dirt -- the heroes are not the first to pass this way. A narrow tunnel continues on at the back of the cave. The passage winds deeper into the mountain, some 6 ft. high and 5 ft. wide at the most. After about 100 ft. or so, the tunnel opens up into a larger room, made from finished stone blocks instead of dug from the earth. The companions exit the dank, narrow passageway and emerge onto a worked stone floor. It is a large chamber, perhaps 75 ft. square. The adventurers are in the southwest corner and there are sturdy-looking iron-bound doors to the northwest and southeast.

Gordak shrugs and makes his way towards the door to the north. Bardobis says "wait!" as he sheathes his blade and kneels before the door. He examines it carefully (Search 15), but finds nothing unusual. He then rises and motions to the dwarf, "by all means, after you." Gordak grunts and listens for a moment at the door before pushing it open with his shield. With a good shove, it moves easily. As the door begins to shift, its edge disappears into blackness that lies just beyond. Gordak tries to pull his arm back, but he finds that the part of his arm and shield that crossed over the darkness is stuck! "Nothing unusual!?" He roars as he tugs fruitlessly. The others try to calm him and Esme casts detect magic. She says that it is a magical barrier that is far beyond the power she possesses. As the dwarf struggles, he finds that he can push his body further in, but cannot pull back at all. With a sigh, Gordak sees no other choice. Forward. The warrior passes through with the others close behind.

The lanternlight gleams feebly in the gloom, illuminating what appears to be a large chamber. There are two more doors -- one directly ahead, the other slightly to its right. The chill and damp air clings to everyone's body, but judging by a cough coming out of the darkness, the group is not alone!

Further to the east, three haggard and pale orcs sit huddled together on the floor, one of them trying to stifle another cough. Gordak immediately shouts out and Esme puts an arrow on her bowstring. The humanoids do not seem aggressive or even interested in the party. The dwarf naturally wants to kill them, but Daeran objects saying that the weary orcs are not threatening the group. A heated argument ensues with the cleric claiming that there is no honor in attacking orcs who have no wish to fight. Gordak replies that there is no wisdom in leaving enemies behind them -- assuming the party intends to explore further. The party finally decides to leave them be when Daeran suggests that Gordak might be afraid of such weakened, weary orcs such as these.

After exploring further, it is discovered that the chamber is an inverted "L" shape and there are two more doors down the southern wing. After some discussion, the party decides to take the westernmost door. Bardobis volunteers to check it for any boody traps that might be present (Search 15). While nothing seems amiss with the door, the halfling can smell a horrible stench from beyond. After Gordak opens it, the stench is nearly overwhelming. Over a score of bodies are piled up along the walls in this medium-sized chamber. There are many small, dog-headed reptilian humanoid corpses (kobolds) and about a half-dozen larger, greenish-gray scaled humanoid corpses (troglodytes). They are all in various stages of decay. Most show wounds from sharp-edged weapons.

Gordak becomes sickened (-2 on rolls) from the powerful smell and leaves the room immediately. Before anyone can stop him, he tries to push open the next door to the right before the orcs can see any weakness in him. The door is trapped and a blast of flame strikes the dwarf (1 hp damage), but luckily he is able to avoid the worst of it thanks to his shield. The orcs see this and chuckle to themselves. Gordak becomes furious and he charges the humanoids with his beard still smoking.

Gordak 19 initiative (includes -2), orcs 7 initiative. The dwarf misses his first wild swing and the orcs rise and grab battle axes. They each badly miss also, despite outnumbering the angry dwarf (rolls of 7, 5, 12). Soon Gordak's companions arrive with Esme quickly flanking an orc with her longsword (att. 18 with flank, 6 damage). The creature falls to the floor after the elf drives her blade into its side. Not to be outdone, Gordak attacks another (hitting with a 20, damage 10). A second orc falls with a huge gash in its throat. Bardobis nimbly dashes towards the last orc and delivers a good slice with the tip of his rapier (18 hit, 3 damage), but his enemy manages to fight on. Still clutching his lantern, Daeran attempts to swing his morning star at the creature with his other hand. He clumsily misses (2).

Desperate, but clearly exhausted, the only remaining orc chops at Gordak with his own axe (hits with a 19, and scores just 3 damage). The weapon strikes home, but does not bite deeply. Esme swiftly glides behind the warrior and slices open his throat from behind (att. 21 with flank, 8 dm.). It slumps to the hard floor with blood spilling forth from its severed trachea.

Everyone receives 113 xp for the battle! The orcs are carrying nothing but battle axes, daggers, and studded leather armor, all in poor condition. The party wishes they could return to the entrance chamber to regroup, but the opaque black barrier prevents any movement whatsoever. Everyone realizes that they have all fallen into a devious magical trap. "Perhaps the orcs did, as well," remarks Daeran.

After some grim discussion of possible options (as the lantern begins to slowly dim), the companions come to a few conclusions:
  • Daeran's deity guided the heroes to this place, but it is not known why.
  • There is no way out the way they came.
  • Others may have come through the tunnel and have also become trapped.
  • The primary object for the adventurers is escape.
  • Food, light, water, and a safe place to rest may also be critical especially if they are here for some time.
  • There are dangerous traps here, so all caution must be exercised.
Having come to some basic conclusions, the group agrees to waste no more time. Gordak is slightly hurt, but no longer feels ill. Avoiding the dead storage room and the trapped door, the party proceeds to the next door along the far east wall. It does not appear to locked or trapped. The dwarf opens it and peers inside.

Gordak's darkvision detects an open door to the left and a dead orc on the floor with its arm outstretched towards the entrance. A broken spear lays in one corner of the 25 ft. x 40 ft. room. Bardobis finds several holes in the orc's neck, arm, and leg. Gordak says, "humph! Sorry I missed killing you myself, orc!"

The halfling checks the open doorway for any traps, but finds none. Gordak steps through and sees nothing other than an open door in the north wall of this otherwise empty room. Carefully the group makes its way towards the far exit, but as they cross the middle of the room everything is plunged into darkness!

A leathery flapping is heard and something wraps itself around Gordak's head!

Fiendish darkmantle casts darkness on the surprise round then attacks with its first normal action (nat. 20, no crit., damage 5 +1 smite). Quickly, Gordak grabs the beast and yanks it off his face (grapple 14 vs. 2). He shouts to the others that they are under attack. A moment later, the thrashing thing lashes out with its webbed tentacles again (19 hit roll, damage 5, loses grapple check 11 vs. 1). Daeran attempts to summon a holy light, but it does not penetrate the inkiness surrounding the party. Bardobis tries to follow the sounds of the creature's hideous flapping and strikes out with his rapier (50% miss chance, nat. 20! No crit., damage 6 +1 sneak attack from flank). The darkness lifts and a small, black octopus-like creature falls off the end of Bardobis' blade. He laughs, "heh-heh, lucky shot! You owe me one dwarf, and I don't mean an ale!"

Gordak is in no joking mood. He is now quite badly hurt. Calling to the Sun Father, Daeran lays his hand upon the warrior's shoulder and a golden glow goes through the wounded dwarf's body (cure light wounds for 7 hp). Afterwards, Gordak feels somewhat stronger, but he suggests that finding a defensible camping spot should be the next order of business.

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