Campaign logs written by Steve, Deepingdale's player.
Company Members
Slippy, 3rd Lvl Ratman - Founding Member
Cagliostro, 2nd Lvl Human Necromancer
Blade, 1st Lvl Human Cleric of Hegg, God of Blades
Deepingdale, 1st Lvl Dwarrow Fighter
Skarr, 1st Lvl Ratfolk Thief
Session 4 (07/09/11)
After disastrous carousing in Dregg, I lost 200gp and gained no
experience due to over confidence in gambling and too much ale, I now
have a reputation as a drunken fool! So much for listening to my Uncles
advice about keeping a low profile. The party, minus the Wizard,
Fighter and Thief set off, along with a new companion, Skarr, an
acquaintance of Slippy’s, for the dungeon by the old oak tree in the
Magic Forest of Harln for more salvaging. The Necromancer is intent on
copying the text from one of the sarcophagi, he believes it contains the
formula for a powerful spell. I am happy to accompany him, it is the
least I can do to return the favour for his last actions.
On our way, I tried the Goblin Horn, it has a residual of Fey Magic.
It seemed to summon a strange large disc in the sky along with some
Ariel beasts (A Giant Eagle and some half mixed flying beasts) mounted
by people who seemed to fight each other. The disc was bigger than a
ship and made a terrible din and passed overhead. Our new companion,
Skarr spotted one of them who dropped an ornate leather satchel
containing an apple, a bread roll, a small purse with 16pp and a magic
glass prism.
This time we took a different route through the dungeon, as
recommended by the Gnomes and Slippy showed us a strange room with a
tilting floor and a large rolling bolder. In the centre of the room was
a stone pillar with six levers, some of which triggered either the
floor to move or a strange magical experience (The Cleric of Hegg
apparently swapped consciousness with John the Skeleton for a short
period). It is unclear what our random pulling actually achieves and
the local Forest Gnomes warned us not to mess with such things.
We headed directly to the sarcophagi with the magic runes and left
the Necromancer to copy down the spell. On exploring nearby rooms,
previously unchecked, we found several more sarcophagi, one of which,
when opened seemed to trigger a magic ward which stunned all the party
members except for myself. After some time my companions returned to
there old selves. We need to be more careful in the future, especially
when we are such a small group. This sarcophagus also contained some
runes on the lid. The other 3 sarcophagi contained 3 zombies and with
some good tactics from Skarr, we managed to burn and slay them before
they could attack us.
As we ventured further, along corridors which we had previously been
missed, we came across a long narrow passage with an archway, on further
examining and using my Gnomish Stone Trickery skills, I spotted a
possible drop trap.
Again, the smart thinking of our new companion
would later help us avoid being trapped. On proceeding, we were set
upon by a giant, spiky scaled lizard. We were able to slay it with the
mighty Azure Sword and some burning oil and well placed arrows. Time to
collect our Necromancer and return to Dregg to replenish supplies
before our luck runs out. We also need to identify the magic prism that
was dropped from the air.
Encounters:
Giant Fire Beetle x 1
Skeletons x 2
Zombies x 3
Giant Tuatara Lizard x 1
Magic glyph paralysed party (except Deepingdale & Cagliosro)
Treasure:
16pp
Magical Prism
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