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18 January 2015

Session 8 notes

The players wandered through the dungeon, while making a map. They entered a room with a glowing crystal, and the door closed behind them. When they left the room, they got teleported to a similar place with the room.

They entered through fancy double doors, and there was a high class library with glowing 2 giant glowing red beetles. They entered combat, and they returned successful. They thoroughly searched the library.

They returned to exploring. They found the trick to the teleport room, and began fixing their maps.

Mossmullet got stuck in a cell and they fought some rats in a tool room.

The found a fuel room with some coal gnomes. They found some gold and a smith room.  They brutally smashed 2 skeletons. They began to explore a natural cave, but stumbled around while lowering to explore it, so headed back to level one.

They found a demented caterpillar of doom and killed it. They defeated a zombie and went to rest.

17 January 2015

Getting Not-Lost [session 8]

The group picked up staring at the bodies of the stirges they'd polished off during the last session. Present and participating were cleric SMASH!, fry-pan wielding Rogue Bilbo, elven rogue Red Sphee the Exterminator, Orsek the wizard-barbarian, and Mossmullet, a dim-witted dwarven fighter who wandered in from even-he-didn't-know-where. The group decided to begin attempting to map out their travels in this goblin and monster-infested maze, in an attempt to stop constantly retracing their own footsteps. Surprisingly, this paid great dividends, and the beginnings of a plan to both A) find the kidnapped dwarf, and B) thereafter locate an exit from the maze, began to take form!

Leaving the bodies of the flying pests behind, the intrepid rescuers blazed a path around a few corners until they were beset by a pair of GROUS - Giant Rats Of Unusual Size. Unfortunately, these animal friends were too besotted with ravenous hunger for any friendships to form (or Animal Husbandry to occur), so the group did the murder-death-kill thing.

The explorers next got to employ their weapons against a giant, corner-hogging formation of magical glowing Quartz. While weapons did prove effective in rendering this stone less-lifetastic than they found it, they were still unable to prevent the misbehaving mineral from teleporting them to the domicile of another, veeeery similar chunk of Quartz. And thus the mapping thing got off to a slightly rocky (Score!) start. But the group persevered, and eventually they located themselves back onto the map.

Wandering a bit further afield, a large library was located and cleared of two dog-sized fire beetles. These beasties provided both some fire-glands to our wizard, and a pungent coating of bug-guts to Mossmullet (a fine compliment to his green "do"). A spirited search of the library turned up 2 healing scrolls (which were entrusted to SMASH), lots of splinters of wooden tables, a book about The Life of Cows, and a huge terrarium containing a colony of fire beetles running behind the library walls.

Moving right along, the dwarves & friends company went and located a lovely portcullis trap, which Mossmullet conveniently triggered and got trapped behind. While attempting to free their bumbling companion, the remaining adventurers opened a nearby door, which contained a great store of mining supplies, 1 really nice mace, some rope, a lever to open the portcullis, and 3 starving GROUS. After an exciting and damaging battle which inspired the group to set aside their fry-pans and resort to actual swords and hammers, victory over the GROUS was achieved by the would-be lunchables. It should be noted that Red Sphee the (ex)Terminator lived up to his name, killing all three of the GROUS by stabbing them through the head! The group then freed the dopiest dwarf, and then helped themselves to the spoils in the storeroom: a rope and a crowbar. But not the really nice mace.

It was not long before the group came upon the smithy-center of this mysterious maze. The coal room provided our height-challenged heroes with the opportunity to tower over some even smaller sentient humanoids - 4 bound coal-gnomes. These little fellows were less than a foot tall, bound and gagged, and left in a barrel (which was presumably going to be shipped to some exotic destination, so the little guys could be used as props for Travelocity). The looming adventurers opted to free them, requiring only that the gnomes lead them to the treasure in the nearby smithy before decisively foreswearing the chance to die-cast the little fellows in molten iron. Because they're the good guys.

It wasn't long before some shrieking skeletons arrived to stab some of the party within a hairs-breadth of unconsciousness/death, which quickly inspired our heroes to set aside the sharps and resort back to the fry-pans again. Some effective SMASHing occurred, and the oddity of "Second Wind" ability allowed Mossmullet to reclaim his spleen and return it to its usual location inside his body. Then they explored the 3' hole in the floor, which turned out to be 30 or 40' deep, and led to a...whole...nother...level. Of caverns. Which was briefly explored (sort of twice, kinda) by SMASH before it was decided to save that level for another session, as the hour grew late.

Deciding to map out juuust a little bit more, the group returned to the land of many 10x10' rooms. However, only 4 or 5 of these small-but-pointless rooms led the heroes to the maze's trash-stash, where they were beset by a creepy carrion crawler centipede. Missile weapons were deployed, including arrows, axes and freeze-rays, but the monster still managed to down SMASH with a paralyzing poisonous tentacle, before group finished it off with melee weapons. That accomplished, SMASH recovered from his injury while an autopsy of the centipede rendered up four 100gp-sized gems, a one-use paralyzing whip-tentacle, and two doses worth of poison from the bug's glands. Meanwhile, the two rogues went looking for trouble around a corner...and found it! A zombie followed them back to the group, but was quickly dispatched when Orsek beheaded the foul brain-eater.

The adventurers then went into one of the nearby 10x10' rooms, wedged the doors shut with pitons, and finally rested for the night. At least one will awaken to a whole...nother...level!