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Showing posts with label Zerst. Show all posts
Showing posts with label Zerst. Show all posts

2014-08-13

Recap: DF Sessions 22 & 23, Zerst 03

2014.07.31 & 2014.08.07

Characters:
Aldred - Human Wizard
Fo - Minotaur Barbarian
Sir Loam - Arakun Knight
Barnabus - Human Swashbuckler

---

3A:137, Third Spring, 14th day:

A few days after their return from the mines, Aldred (and many other folks in town, they were later to find out) had a vivid dream. In it he saw a dark passage and a door which was being pounded on. A voice warned that an evil had awoken and would be rising from the depths.

The party started to search for information about this dream and where the "depths" might be. Aldred did find that there was an old set of tunnels and dungeons that formed a large complex under the town, but the only entrance that he learned of was under the Castle Von Dark. Other than that, there was no mention of any "evil" force that he could find.

Barnabus, tried hitting up the folks in the tavern, but didn't find any information on what might be going on. With no clear goal, and no desire to head back to the mines, the party took another week to search for more info and rumors.

During this second week, many new faces showed up in town. Adventurers and wizards who had the dream or heard of it filed into the town looking for fame, fortune, or whatever might lay in the dungeons below.

The party ran into Adalorn again, who offered to pay them if they were to help him scout out a well. He had not found a way to open the door in the Goblin Mines, yet, but the writing on the door had given him some measurements and he thought he had found another entrance. After explaining that he wanted to search for the old dwarven ruins for treasure when he first started, but now that every wizard in the land had that strange dream, he knew there would be competition.

Now he figures that if he could buy up the property around a reliable entrance, adventurers would pay for the chance to explore (and avoid some of the more dangerous entrances) into the dungeon. But before he bought up the property, he wanted a bit of scouting. After a bit of negotiating the party agreed, to check out the well.

They found the old well and Adalorn helped lower them down to the bottom. The well was 100 feet deep, and other than some wet sand at the bottom, the well was dry. The stones on the west side of the well's bottom were loose, and Fo was able to clear the stones finding a room beyond.

This room had an old drain were a trickle of water from the well dripped down below. They had found the dungeon, or at least part of it. Knowing that they would soon be competing with other adventures, the party decided to explore and maybe find something valuable.

There were two passages on the west wall, the party took the southern passage which led them into a hexagonal room with some old graffiti on the wall. Written in common was, "Welcome to the Heart". They examined this room finding 4 triangular pillars, a statue with three key holes under it, two passages to the south, and one to the north (and one to the east where they came in).

The continued north and passed through a room where each corner had walls of glass and was filled with some sort of liquid. Further on they found a room with two dwarven statues and a strange alter. A purple light shimmered over the alter, and as Aldred approached it he disappeared. Fo and Loam followed, while Barnabus kept back.

The others appeared in a dark room, and after getting the lights back on, found a room where the walls, floor and ceiling were all carved with spiraling grooves. They picked one of the three doors out and found the hall 45 degrees off from the room (they later realized that the room was 45 degrees turned compared to most of the rooms and halls. The hall went on for awhile before they found a door to the left (south wall).

Barnabus after waiting for a bit, decided to head back to the well and head out.

The rest of the group entered the door and found a room with stone tiles on the floor, each with an engraving of a scorpion on it. On the far wall they found more writing that read, "If a return trip you make, the scorpions will awake." Other than the door they came in from, there was a passage on the southern side of the west wall. From this they heard foot steps. They decided to hid in the hall and wait to ambush whatever was heading down, but it seemed to move off after a bit.

Then they moved on to find the hall turn to the south then back to the east leading back to the room with the drain, and finding Barnabus in the well just beyond about to leave.

With the party all back together, they still wanted to explore and try to find some treasure. They retraced their steps, back to the altar and this time all teleported to the spiral room. From here the found one of the doors (leading east) was locked. They took the door to the north.

This passage was a bit more uneven and crumbling. As they approached a turn to the east, they heard some soft sounds of panting and something moving around. They took the corner, and from somewhere deeper into the passage they heard, "Halt! Who are your?".

They learned that this part of the dungeon was claimed by a tribe of goblins. Sir Loam questioned them about passages deeper into the dungeon, band the goblins indicated that it was back where the party had come from.

So they returned to the spiral room and Fo began to bash on the door. Being a dwarven door, he found that he was going to dull his axe before breaking down the stone of the door.

[We ended the session here and picked right back up the following week. Fo returned to town, as his player was out this night.]

The party decided to head back down the hall and found that it dead-ended shortly after the scorpion room. So they entered the scorpion room again, and once in the room was filled with scorpions that began to crawl into their armor and sting them. They rushed through and then stripped down to remove the scorpions. Loam too a few stings, but once out the rest of the scorpions disappeared.

Back in the drain room the party evaluated where they had not yet explored and decided to take the first passage south of the Heart.

This twisted to the east and lead to a room with large (10 foot) tiles of alternating black and white. The whole room was diamond shape making it get wider then narrower as you moved from west to east. There was something written in elvish on the wall, but nobody could read it.

Testing the tiles they learned that the tile would light up as you moved on it and remain lit till you too a misstep. Then you were hit by magical lightning. It took them awhile and greatly injured the party, but the eventually figured out that they needed to move like the knight on a chess board. There was a door to the east and one to the south, which they learned unlocks if you move to it correctly.

Heading south they came to an open area with a passage to the west, and a bit to the east a door and a wide passage that lead back north. The door had written on it (in goblin), "Dregur's Unrest". They decided that this should be avoided and instead too the wide passage to the north.

This area had some low flame torches lit on the side of the hall and continued on north for awhile. The party found a passage to the east but as they got near, further north a group of six bugbears turned the corner.

Aldred threw a glue spell on the floor and caught up most of the bugbears [crit on the spell, so they were STUCK]. Aldred suggested they flee, but the others felt that they needed to finish off these monsters and attacked.

After a few thrown vials of acid and feeble attempts to move, the bugbears began to call for help. Loam finished off a couple, and Aldred cast flight on Barnabus (who didn't have a 2-hex reach weapon). Barnabus meanwhile took his blanket out, lit it and threw it over a bugbear.

This one sided fight continued on for a bit, then one of the bugbears escaped and took off running. Barnabus caught up to him as he turned the corner, and found that 9 more bugbears were heading towards them. The party decided to finish off the stuck bugbears [for some reason]. And while this was happening heard some steps coming from the other side hall.

A couple of turns later the group had to deal with the bugbears rounding the corner, and a group of 3 orcs and 3 goblins entering from the other hall.

The group was quickly surrounded, and Aldred took a few hits that were leaving him severely injured. Sometime during this fight he had cast flight on Loam, too, but not himself. The party knew they needed to escape and right now. Aldred (after a Blink to avoid death) held his staff horizontal above him, and the other two grabbed it and flew out of there as fast as they could. They retraced their steps and flew up the well.

They had escaped, and were alive, but didn't end up with any treasure. What they did have was a pretty good understanding of some of the major dangers in the dungeon under Zerst. They got their pay and an offer of a bonus if they kept quite about the well for a bit. It was time to rest and heal up.

---

Notes: The players didn't get a lot of action beats till the end, but it was still interesting to see them explore and deal with some of the dungeon features. There is also a lot of things that were left for follow up sessions.

2014-07-24

Recap: DF Session 21, Zerst 02

2014.07.17

Characters:
Aldred - Human Wizard
Fo - Minotaur Barbarian
Sir Loam - Arakun Knight

Back in town:
Barnabus - Human Swashbuckler

---

3A:137, Third Spring, 7th day:

Picking up where we left off last time...

It seems that Barnabus' injuries were more severe than what the originally thought, so he returned to town while the other's continued on.

The others found the back entrance to the mine, but after traveling in for a ways they came to an area where the supports had collapses. Fo, lifted and wedged the beam back up. This covered him in dirt, but the party was able to continue on. Further down they found another collapsed pat of the tunnel, but this time it would take some digging to clear. To the east the saw part of the wall collapsed leading into a room beyond. Again Fo was able to raise a beam and get the passage open for all to enter.

Exploring this room, the group found it might have once been a kitchen or some sort of storage. There were many broken boxes and other refuse lying around. Sir Loam checked the a broken shelf and found among the broken jars and trash, a tin that contained six glow vials.

Aldred decided to check a small room on the east wall, and was attacked by two giant rats. He was able to blink out of danger while the others finished off the rats. After they checked the room, but a quick search didn't net any more loot.

They left through a door to the north and found themselves in another hall. There were some doors, another collapsed passageway, and a set of double doors bared from their side and with a faint light coming in from behind them.. After determining that they would not be able to pass through the collapsed hall without some work that would draw attention, they decided to open the double doors up and continue on.

They entered into the next hall and followed it around towards a "smashing" sound. Peeking around the corner they found a wide hall to the north with several hobgoblins smashing rocks that were placed in a sort of "trough" in the middle of the hall.

After a short planning session, Aldred buffed  up Sir Loam with Might and Great Haste, and the three of them charged into the hall. The hobgoblins were somewhat caught off guard [surprise]. With great haste, Sir Loam quickly worked his way through the enemies. Fo engaged another and Aldred stayed back a bit. Soon more hobgoblins joined the melee, each had a large hammer used for mashing the stones.

Aldred through a Glue spell [that critted] on the floor of the connecting hall that kept a couple of hobgoblins at bay. After a few more turns the four hobgoblins were down, but two remained in the glue and two more were on the other side of it.

Aldred added Flight to Sir Loam's buffs as Fo struggled to get across the glue and attack. After the two that were in the glue were defeated, Aldred ended the glue spell. One of the hobgoblins had run off after being told to, "get da boss!" but Sir Loam's flight speed allowed him to catch up and end the fight.

To the east they heard a softer tapping sound as the halls became more uneven, and to the north on the west wall they saw another set of double doors. Aldred cast Seeker and found that the door they wanted was in the northwest, so they continued on through the doors.

Here they found an intersection, They took the north path and found a door with "Da Boss" scrawled on it. Even with a good idea that the door they were looking for was further on, they decided to bust into the door and attack.

Inside they found two orcs and a large orc-ish creature standing around a table. Fo charged in and took on the closest orc. Aldred and Sir Loam moved in towards the other. The orcs fought well, with the boss tossing acid occasionally. Fo took a few nasty hits before he was able to bring down the orc he was fighting. The other orc also was badly injured and moved back. The boss tried to make a run for it, but was cut off and then offered surrender.

The orc now slumped against the wall in the back said that he would tell where "the treasure is" if he was left alive. Sir Loam played the orc and the boss off each other a bit, and got the boss to give them each a bag of copper ($300 in raw copper), a healing potion, the location of the dwarf door, and safe passage through the mines! The leader agreed, and after some patching up, they were escorted to the door, then made their way through the mine area where several goblins were picking away.

Back in town the dwarf was pleased to see that they had returned with the rubbing and paid the promised fee. He then said that he would have more work soon.

---

The party was down a member, but things worked out more or less. I was a bit off my game and so there were several rule issues, but things still felt smooth. Still not having lots of healing was an issue, but nobody died, thought Fo came close. Kudos for the party shaking down, er, negotiating with the mine's boss.

The rules we had some issues with were:
  • Seeker - this spell is at -5 unless the caster has something connected to the sought item. I've been lax on this, but need to remember to enforce this.
  • Healing on 20+ HP should be double. This would have helped get Fo back above 0 sooner. Can't believe that I forgot this.
  • Need to better keep track of spells "on", this hasn't been much of an issue in the past, but with a support wizard who is casting many buffs, I'll need to watch this. And speaking of...
  • Great Haste is a "lasting" spell, apparently. I should add the duration types to my spell list.

2014-07-16

Recap: DF Session 20, Zerst 01

2014.07.10

Characters:

Aldred - Human Wizard
Barnabus - Human Swashbuckler
Fo - Minotaur Barbarian
Sir Loam - Arakun Knight

---

A new band of adventurers find their way to Zerst! Aldred Malrune is a student of all things arcane. He joined up awhile back with the group and has been seeking to flex his magical muscles and maybe learn a new spell or two. Barnabus is a former pirate that one day woke up hungover and found his ship and crew left him behind. He joined up to gain some coin while he awaits his chance to return to the sea and reclaim his ship. Fo met Sir Loam while traveling and thought that the arakun was going to need help. Despite being nothing alike the two have worked well together for some time. Sir Loam is an arakun with a code. He tries to do what's right, but often finds that it is all he can do to keep the others (and himself) out of trouble.

This band of "heroes" came to to frontier, like many others, seeking fame and fortune. They settled into the local inn. There they met a one-eyed Dwarf named Adalorn who offered them 20 gold ($2000) to enter an old mind and bring back a rubbing of a dwarven door in there (paper and coal provided).

After the party accepted the offer, Aldred decided to do a bit of research in the town archive to see if he could find any maps on the old mine. After an hour of searching he did find one map that showed where the mine was at, and also the location of a possible back entrance to the mine.

With this knowledge, the party set off to the back entrance of the mine. Before reaching their goal, they came across a group of six orcs arguing down the road. Barnabus and Fo immediately dashed off and began to sneak around the group. Sir Loam and Aldred continued down the path and then one of the orcs called out to them. Sir Loam told the orcs that they were looking for a mine, which caused the orcs to give each other a glance, but before any more discussions took place, Barnabus jumped out of the brush and attacked the orcs.

Barnabus and Fo took down the two closest orcs quickly then began to move on to the others. Sir Loam and Aldred began to run towards the action (as they had still been fairly  far off). Fo moved in to another orc, but ended up loosing his grip on his great axe and sending it several yards away. Barnabus attacked the three [with an all out attack] in the back of the group. Unfortunately, one of his attacks missed, and the others did not significantly injure the other orcs.

Still, one of the orcs decided to make a run for it. The two remaining attacked Banabus who took some nasty wounds [dropping to under -HP]. He was hurt bad, but still standing [making his Death and Knock back/Stunning checks].

The others began to close on the remaining orcs. Sir Loam tossed his spear at the runner but missed. Aldred used Poltergeist to throw Fo's axe, but it also missed. Fo using his horns, and later Barnabus' sword managed to deal with the orcs, but the runner got away.

After the battle they (quite fortunately) found a Greater Healing Potion for Banabus [Serendipity baby!], and Aldred gave one of his lesser healing potions. They also found a bit of coin, but no clue to what the orcs where up to.

They decided to continue on and soon found the back entrance to the mine.

---

Notes:
As a "kick off" session, I wanted to get a feel for the group and what their were going to be like. I think this session did a good job of that!

The biggest issue the group is going to have to deal with is the lack of a healer. I created an Initiate hireling that was ready to be hired, but the party didn't seem interested in looking for one. If they continue to adventure without a healer, they are going to need to carry a LOT more healing potions.

The orcs were a mix of fodder and worthy. This might have given the impression that they would be pushovers, so I sort of feel that I was a bit misleading... but hey it happens (and keeps PCs on their toes).

Next session will pick up where this one left off.