Saturday, March 17, 2012

Session #2: Region A.2

Weary, yet determined to find a way out of this death trap, the quartet continues on. Grodak leads the way through the open door to the north. They enter another room that is devoid of anything more than dust, dirt, and rocks probably fallen from the ceiling due to the tremor of just a few days past. Another open door is evident in the north wall.

Bardobis thinks he can hear a faint scratching, which is then joined by an eerie squeaking noise. But before he can utter a word, the doorway becomes flooded with a mass of black, ravenous bodies and red eyes! A swarm of rats nearly overwhelms the dwarf before anyone else can react (3 damage, made both Fort. saves). Bardobis lunges forward and drives the point of his blade into the teeming mass, but it seems to have little effect. Daeran tries to do much the same thing, but he is so off-balance from trying not to fall into the swarm, that his blow misses completely.

Esme calmly makes her way around her companions while reaching into her pouch for a pinch of colored sand. When she has reached the northwestern corner of the chamber, she makes a dramatic gesture with her hand and shouts some magical words. A dazzling cone of bright colors comes flashing from the palm of her hand (Will save 12, failure). Much of the swarm is bathed in the vivid blast, and many of the rats therein simply fall limply to the ground (unconscious 6 rds).

With his attackers mostly disabled from the spell, Gordak attempts a coup de grace against the remaining threat (auto hit & critical, 12 dm., failed Fort. save). The dwarf finishes off what's left of the vermin (225 xp). "Well... if we need to supplement our food supply..."
Daeran sacrifices another spell to heal the dwarf 5 hp. The group is hanging on, but they know eventually they will run out of resources. They need to find a defensible place to rest soon. Gordak suggests that they could wedge the doors to this room shut with pitons, if needed. "Orcs could bash it down, but rats couldn't, and neither could that flying octopus-thing." The group decides to continue on a little further.

Just outside the door to the north is an east-west passage. To the right, the hall opens into another chamber after just ten feet. The party investigates. In the center of the room is a kobold skeleton that has had its clothing & armor picked clean (most likely by the rats). There are two more open doors: one to the north and one to the south. This reminds the adventurers to make sure all the doors they've passed through are closed (wandering monster roll comes up with nothing).

The companions head south and enter a large 45 ft. x 35 ft. room that appears to be quarters of some kind. A desk, a chair, and a bed all stand perfectly intact across from the doorway. A circle of stools in the center of room surrounds a pile of dirt on the floor. To the east there is a section of wall that is partially rotated on a central pivot. "Humph!" grunts the dwarf. "Somebody around here was raised in a barn! Even the secret doors are left open!"  There is a kobold skull on the desk and the dirt pile seems to be a crude, indecipherable diagram of battle plans. Through the secret door is a passage that heads straight south. That is where the party goes next, but they leave the secret door ajar since they don't know how it works.

The hall turns east then ends at a door. The masonry in this section of the complex seems rather damaged. There is more debris laying about than usual and many cracks are formed in the walls & ceiling. Gordak says it should be safe for now. "It's seen better days, but this place was very well constructed." Through the door is a corridor going north and east. The east passage quickly goes south. That is the way the party decides to go since north will lead deeper into the mountain. At the turn, there is an open door in the north wall, however, and Gordak quickly peers inside. Beyond is a partially collapsed room that has knee-high rubble strewn throughout. Further north is a half caved-in archway leading to what looks to be a similarly damaged chamber. The dwarf thinks those rooms might be unsafe and they don't seem to contain anything of value anyway. "Let's continue on," he says.

They soon come to an open door in the west wall before the corridor turns east again. Gordak looks inside and sees another heavily-damaged room with large piles of rubble scattered around. He also sees a door in the far wall, however, and realizes that the door leads back towards the entrance hall of the dungeon. He thinks it might be worth the minor risk of crossing the chamber to see what is beyond. Carefully picking their way through the debris, the party soon arrives at the door. Bardobis checks the door and claims that it is safe, but when the dwarf attempts to open it, a blade comes slicing out from the floor beneath the door (confirmed critical, 16 damage). Gordak falls to the ground, bleeding profusely.

Daeran pulls the dwarf away from the open door and burns the last of his 1st-level spells to heal his injured comrade (only 3 hp, Gordak still at -1). The fighter is still unconscious, but at least has stopped spilling blood. Bardobis -- who is always arrogantly above any possible criticism -- seems almost apologetic, but has no other words besides "we'll call it even, alright, dwarf?" Panic sets in as the group is now without their strongest fighter. Esme says that the party cannot stay in this room. "If another earthquake should strike, we could be buried in here." Bardobis asks for a light to be brought to the doorway. He says the chamber beyond looks unoccupied and without any other entrances. "The trap is sprung. We should be able to move Gordak in there then close this door behind us. It might be the only place in this dungeon that's safe to rest." Though reluctant to trust the halfling, the others eventually agree.

Esme takes up the lantern while Daeran and Bardobis carry the armored dwarf into the next room. Indeed, the chamber has no other means of entry, and when Bardobis closes the door, a loud metallic click is heard as the trap resets itself. Luckily, he is able to find a small hidden bolt near the door that Bardobis believes is a bypass for the swinging blades. "Now the only way in here is trapped. We should be safe to recover." The halfling is almost correct. Esme finds another secret door that seemingly leads into the bed chamber to the north. Daeran takes the dwarf's advice and taps a piton into the seams of the door to wedge it shut. Only then does the cleric remove his bulky armor and checks on the status of his unconscious companion. He exhausts his last two orisons to bring Gordak back to consciousness (2 cure minor wounds, fighter up to 1 hp). Fortunately for the thief, he is too weary to wring the halfling's neck.

Though Gordak doesn't like the idea, Bardobis is assigned the first watch. Daeran claims, "we can trust him. He'll die for certain down here without the rest of us. Remember that, thief." So while the priest and dwarf try to sleep and Esme sits in a silent trance, Bardobis keeps guard near the lantern.

After about four hours, while the halfling refills the lantern, Esme rises and approaches him. She says coldly, "rest. I will take the next shift." Though he doubts that he could find much rest, Bardobis nods and curls up on his bedroll. A couple hours later, the elf can hear a distant, guttural scream echo somewhere in the dungeon, but her watch passes without anything invading the chamber.

Soon Daeran awakes, dons his armor, and prays for his spells. The party has been trapped for about ten hours now. He checks on Gordak (who is snoring soundly) and attempts to offer him more divine healing (fighter back up to 14 hp after 2 CLW and a full night's rest). The cleric and the elf chat a bit, trying to decide what to do next. They decide that they're burning oil, so they should wake the others and continue on. Esme did manage to find a deck of playing cards in a leather pouch (given to Bardobis) and a gold ring with opal inlay amongst the litter in the secret room. The latter item she gives to Gordak to cool his temper a bit. After a short breakfast of rations and a sip of water, the heroes decide to continue exploring. Bardobis presses the bolt near the door and then tires to open it... nothing happens. The dwarf grumbles, "next time, find that before I try the door!"

The companions pass through the ruined chamber then head further east down the hallway. Just before the dead end is an open door in the north wall. Within there appears to be a ruined study now choked with rubble. There is a valuable-looking wrought iron incense burner amongst the wreckage, but it is too large to carry around. To the north is another open doorway. Once again (as is the standard procedure) Bardobis examines the doorway for any potential traps, but for the second time in the last 9 hours a foul trick is sprung. This one sends a blast of clashing, brilliant colors out into the room which causes Gordak to fall to the ground unconscious. Immediately Bardobis claims that it was a magical trap which are much more difficult to find, but in a few minutes the dwarf awakens, though very much disoriented and completely blind. He roars in anger -- presumably at the halfling -- but Daeran manages to calm him down and examine his eyes. "The bright light just blinded you momentarily," the priest says. "We were all caught in that blast, but the rest of us were only unaffected because you absorbed the spell on our behalf." This seems to make the dwarf feel slightly better.

Entering the room, the party instantly notices that there is another secret door on the eastern wall. It has been tightly wedged closed from this side by many iron spikes. Gordak observes, "hmmm, perhaps whatever is on the other side should remain there, eh? Or we could toss the halfling in and see what happens." Bardobis doesn't rise to the bait, but simply laughs loudly. Gordak attempts to yank on one of the spikes just to test it and realizes that they're wedged in too tightly to pull out. Esme's keen elven eyes once more discover something of value in the debris. She spies a battered golden goblet (which Gordak happily places in his pack).

The group must then backtrack to the branch in the corridor and take the unexplored north fork. The hallway turns to the left just where a closed iron bound door is set in the north wall. Bardobis creeps forward to examine the door, and he thinks he can hear the faintest movements on the other side. His companions ready themselves, and Gordak flings open the door...

RD 1
  • Bardobis sees several small, reptilian, dog-headed humanoids spread across the room and a large, mangy, hyena-like creature ready to charge the doorway. He flings his dagger at the beast and warns the others. The weapon sails far over the creature's head as the halfling curses.
  • The monster leaps at Bardobis, but has to pass Gordak (who was ducked to the side of the doorway) to get to him (attack of opportunity to the flank, 17 hit, 9 damage).
  • The beast continues on its path and sinks its teeth into the halfling's shoulder. Luckily, his boiled leather jerkin absorbs much of the damage (att. 19, dm. 2).
  • Esme attempts to finish the creature off with a blow from her sword, but it races past her too quickly.
  • Two glowing missiles of energy streak through the doorway. One hits Bardobis in the chest (2 dm.) while the other strikes Esme (who had overextended herself) in the ribs (3 dm.).
  • Gordak brings his axe down on the creature's flank (att. 25, dm. 7) and splits it open with one well-placed blow. The furry monster falls to the floor.
  • Daeran wants to hold his last 1st-level spell in reserve, so he heals Bardobis with a cure minor wounds.
RD 2
  • Bardobis drops his rapier, loads his sling (move action), and fires it at the first kobold he can see (att. 22, dm. 5). The metal pellet whishes through the air and strikes one of the humanoids right on the skull. It yelps in pain.
  • Esme spots another one of the creatures and she casts an enchantment upon it (DC 16, Will save 18). The spell has no effect, however.
  • A swirling ball of flame appears just outside the doorway and it rolls through mid-air towards Bardobis (DC 14. Reflex save 10, 8 dm.). The halfling falls to the ground in a burning heap!
  • Sling stones soar through the doorway, but none of them strike home.
  •  The dwarf ducks past the fiery globe and charges into the room towards who he believes to be the evil spellcaster. He takes a swipe with his axe (att. 22, dm. 10). The creature's dog-like head spins off of its shoulders as blood splatters through the air. Its lifeless body collapses to the ground.
  • The flaming sphere disappears and Daeran stoops to heal the halfling (CLW 5 hp, Barbobis back at 2 hp).
RD 3
  • The halfling rolls up to his feet, still trying to pat out small fires on his clothing. He grabs his blade from off the floor and waits by the side of the doorway. "Thanks, priest! Remind me to put a copper in the poorbox of your church!"
  • Esme is badly hurt, but she doesn't wish to leave the dwarf all alone. She steps into the chamber while pulling out another pinch of her colored sand (DC 16, Will saves 4, 5). A cone of bright colors leaps from her hand once agin, though to avoid Gordak, she can only catch two of the creatures in the beam (unconscious 5 rounds). Both of the kobolds fall to the ground.
  • The last remaining kobolds drop their slings and attack the dwarf with spears (att. 9, 20). One thrust misses, but the one coming at his flank strikes home (dm. 1). The dwarf laughs, "hah! Was that a mosquito?"
  • Gordak swings at the opponet in front of him, but the slippery creature avoids the blow (att. 10).
  • Daeran lifts up the lantern and follows Esme to heal her (cure minor wounds, Esme at 3 hp).
RD 4
  • Bardobis dashes into the room and moves into a position behind one of the kobolds.
  • Esme tries to cleave one of the little creatures with her sword. She misses completely.
  • Feeling surrounded, one of the kobolds throws down its spear and curls up on the ground cowering. The other has some fight left in it and jabs at Gordak, but the point deflects off the dwarf's shield (att. 14).
  • Gordak swings back, but his enemy parries his axe with the haft of its spear.
  • Daeran provides light and keeps a close eye on the doorway.
RD 5
  • Bardobis shifts to the other kobold's flank and tries to end the battle, but the little warrior is quick and avoids the thrust.
  • Esme stands over the cowering creature and says in Draconic "if you do not move, you may yet live."
  • The last standing kobold howls with fury and attacks Gordak, but the wild stab is far from its mark.
  • After avoiding the unbalanced strike, Gordak steps forward and cuts the kobold with his axe (att. 19, dm. 5).
  • Daeran maintains his position.
RD 6
  • Bardobis stabs again (att. 18, dm 3 + 2 sneak attack) and this time his rapier bites flesh.
  • Esme says to the cowering kobold, "tell your comrade to throw down his spear!"
  • Both kobolds obey and the one still standing says, "we are all doomed here, don't you see that?"
  • Gordak does not understand Draconic, but he pauses when his opponent surrenders. He bellows, "pick that pig-poker up so we can finish this!"
  • Daeran says to his friend, "it's over, Gordak. We can question them. Maybe they know something about this place."
With the battle done, Bardobis lashes the kobolds together with rope -- including the unconscious ones (Use Rope check 10). The party receives 600 xp for the hard-fought victory, which is enough to advance them to 2nd-level (1,013 xp)!

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