Three new adventurers arrive at Selatine on a merchant ship from Diancecht, the half-elven port town south of the Vale: They meet up with others at the Scalpy Inn and next day head into Stonehell, down into the depths of the Asylum and beyond, meeting kobolds (without violence!), battling spiders and then ghouls, which kill and attempt to eat Harlock the Half Orc. His body is recovered and after returning to Selatine, Lady Vex advises that the Skandik raiders make a return trip south too perilous. So the band travel west on horseback to the Temple Tomb of Belaras, where a 1000gp diamond secures Harlock's revival.
PCs
Djenk, Human Cleric of Thor level 2>3
Blue, Nemuan Druid Level 1>3
Harlock, Half Orc Rogue 3 (raised)
Cain of Mitra, Human Paladin 1>2
Baloreth, Dragonborn Sorcerer 1>2
Keera, Half Elf Bard 1>2
Account by Blue the Nemua (Griff)
The adventurers: Djenk (human Tempest Cleric of Thor); Blue (Nemuan Druid); Harlock (Half-Orc/Half-Halfling Rogue); joined by new party members Cain (human Paladin of Mithras); Baliroth (Dragonborn Sorcerer); and Keira (Half-Elf Bard); meet in Scalpy’s Tavern and set off from Selatine to the Stonehell Dungeon.
They explored and mapped over a dozen rooms in the maze-like second level of the Asylum section of Stonehell, managing to avoiding most of the traps along the way and finding assorted loot including gold, silver, gemstones and a diamond which Djenk commented was like that used to pay for raising slain party members at the Temple of Belaras, a metric of evaluation which indeed turned out to be foreshadowing.
Blue soothed and befriended a colony of albino baboons; the party discovered a long interred vampire crypt which contained a trap but no vampire; they were led into traps by the sinister cloaked figures, Baliroth instinctively throwing up his arcane energy to avoid being speared in the side. Whilst trying to enter a trapped door they were informed by passing Kolbolds the figures were called Doom Lords and were not to be trusted. Whilst parleying with the Kobolds led by Trusty Vlakos, and being mindful of Lady Vex’s instructions not to kill them, they parted on good terms having received useful information stating avoid the giant killer fire beetles in the NE region and that there were many spiders in a large cavern to the south. The party survived a surprise attack by two giant spiders who had made one of the rooms their own, only for Djenk to then be attacked by a possessed straightjacket in another. Unable to disarm a door to a trapped room, Cain valiantly took the blow of a falling blade to his shield, sadly find the room free of all but bones and dust.
They chose to avoid the large ornate double doors as they were informed by the Kobolds that the opened to room containing Psykies, pixies with a taste for insanit. Instead entering a room of whispering voices promising the secrets of the universe which offered the weak minded the truth they sought. Marking it on the map for future reference in case they needed answers better than those to the immediate concerns a flustered Blue raised when offered such a gift.
The party travelled south, deciding to test their metal in battle against the largest spider any of them had ever seen and two smaller but still giant spiderlings. After slaying the beasts some of the adventurers investigated the back of the room, where buried under much rubble Keira found boots of levitation on a Dwarf who hadn’t managed to escape the Asylum with his life.
On leaving the main chamber Party Leader Harlock’s curiosity got the better of him as he moved away from from his charges to investigate a peculiar noise to discovering it to be a pack of three ghouls who ambushed him. After trying in vane to save their be set comrade, the rest of the party valiantly (and much to their own surprise) defeated the three ghouls in order to retrieve Harlock’s gnawed remains with hopes of reviving him. Ghouls slain and the body of the fallen recovered, they fled back to Selatine.
Using Cain’s connections as a Paladin of Mithras and Lady Vex’s beneficent influence, the remaining party members made the increasingly familiar but ever mournful journey to the Temple of Belaras where the aforementioned Diamond, the young adventurers first treasure, was exchanged for very grateful Harlock’s resurrection.
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Meanwhile, a band of rapscallions pulls off a heist from the Dwarf Bank enclave just outside Ahyf, and a more heroic band deal with a Black Sun Necromancer's threat to Ahyf also...
Tabletop - Ahyf Group (David) ca 4/9/47
Ahyf: 4/9/47.
Last week, the local adventurers met a trader in Bratanis who had a job for them to 'retrieve' a magic pedestal from a dwarven bank vault near Ahyf. Where by retrieve, he meant break into the vault.
Unsurprisingly, shenanigans ensued. Half the party pretended to be a dysfunctional noble family wanting to secure an item in the vaults (to understand the security). Others signed up with local mages, to understand the layout of traps around the pedestal. Yet more got drunk. And found a potential man on the inside.
After the planning stage, the group figured out a 10 step plan for the heist, including impersonating guards, learning the password to avoid the head-exploding wards around the bank, thorn-whipping over walls (avoiding the bears), poisoning the guards (non-lethally), using the man on the inside to let them in, sneak down through the bank, mind-control the vault owner, crack the vault, disarm the traps, flood the lower levels of the vault, damage notes on local slave contracts, and escape back to the man on the inside, so he could let them out.
It all worked well, with minor hitches.
Until their man on the inside betrayed them, set off the alarm, and unleashed a swarm of animated hammers at them as the guards swarmed in.
After what may be the most useful casting of Calm Emotions in a game, they managed to make their escape...
...but not after throwing their betrayer into the aforementioned head-exploding wards, in front of multiple horrified guards, while quipping 'Don't lose your head'.
So, yeah. That was a game.
Meanwhile, in an old cemetery somewhere in the hills outside Kalmisj, adventurers face the evil of the Black Sun...
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