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07 February 2016

Side Quest [session 23]

Adventurers Present 
Bilbo - hobbit
Mossmullet - dwarfley tempest cleric
Orsek - dwarfley barbarian wizard
Red - elfish rogue
SMASH - dwarfley life cleric

 

Turns out that Cheddarbend is being terrorized by an evil necromancer (name unknown), which the party only belatedly discovered (the townsfolk must have some aversion to discussing it). The town’s cows are being rustled and slaughtered, the townsfolk are disappearing one by one, and the lands laying to the west across the river are nothing more than necrotic, desolate wastelands. Those long-distressed western plains are known as the Tomblands, and the evil necromancer’s tower was only a half-day west. Somehow, the party gets sucked into undertaking a side quest to resolve this problem for the Cheddarbenders (who they weren’t especially fond of previously). But, whatever. Killing necromancers is rarely bad. Unless they’re Orsek. Then it’s a bit problematic.

So, the five set off across the Tomblands, taking in the lovely sights of ashy-gray plains, dead trees, stunted vegetation of other various types and the occasional herd of jackalopes. With nothing to hide behind and little to describe, the trip was super-quick and eventless.

Arriving at the tower, the party found a couple of zombie guards patrolling the tower’s main gate. The zombies were dispatched without any fuss, and the group went inside. They found a 30’ entry hall with arrow slits on each side. The rogues successfully snuck across without incident, but the armor-heavy dwarves awoke the towers defenders and took some arrows as they rushed through to the other side.

Emerging into the 50’ semi-circular chamber beyond, the group began the first of 3 battles with skeletons. They killed the skeletons, more came from a couple of side-rooms adjacent to the arrow slits. They killed that group, and more came down the stairs from up in the tower. They killed those skeletons as well. What remained were lots of bones, rusted weapons, and the lingering screams of thousands of dead babies.

Finally finding the (inevitable) secret door leading to the stairs leading down into the cellars, the party decided that down was better than up where necromancy towers are concerned. So, they went downward and found a series of laboratories and supply rooms with little of interest. Proceeding further down, they found a supply room with 20+ stirges. It took some effort (and getting wounded), but the party managed to eradicate them without dying. The door on the other side of the storeroom proved interesting, in that it was barred from the outside (the side the party was on).

Opening it up and finding a room full of trash and waste, they naturally decided to go on in. Brave SMASH led the way, and was immediately attacked by a trash-tentacle monster (TTM)! The TTM grabbed SMASH and pulled him prone, but he was quickly rescued by the party’s attacks upon that tentacle. The monster seemed quite dangerous, so Orsek broke out the BIG guns: he made his first Overcast, and burned a second-level spell slot to cast Finger of Death! The spell misfired, but Orsek was able to control and cancel the magical energies before anything really bad/fatal happened. Orsek decided to try again, burning another second-level slot while attempting Finger of Death again. This time, the spell went off, immediately slaying the TTM! Unfortunately, it also blasted Orsek into near-death unconsciousness. The clerics managed to save him, and the session ended there.
 

Coming up: into the necromancer’s tombs.

Party Experience Gained
Combat: 135 each
Exploration: 148 each

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