Now that the
campaign is in full swing and the players have returned to town a number of
times with loot, there is more activity happening with rivals. Since each session begins back in town, they
get a brief news update on rumors they're hearing about rivals, as well as some
new quest opportunities. (I'm still
working through a good procedure for the town activities at the beginning of
the session; I appreciate all the recent dialogue here on the blog about
towns. Our next game will be session 11,
so you won't see new ideas incorporated until later game reports since I'm only
writing up game 6 now).
For this session,
the players learned that the Delvers were working directly for the Castellan of
Muntburg and were the first adventurers to enter Dwimmermount before the player
group started serious operations here.
Another group, called the Fists of Typhon, have arrived in town, at the
behest of the high clerics in Adamas. Finally, a higher level group called the
Seekers have also arrived, and they are completely uninterested in the upper
levels. The map the players sold to the
Delvers was copied and resold to the Seekers, who are mainly interested in the
workings of the main elevator on level 1.
The players also
picked up a couple of new quest opportunities.
The curate of Typhon said that
the level 2 Reliquary once held the legendary "Temple of Law", and
offered a quest reward if the players found it.
The Fists dropped a hint that they'd be operating on level 2A to find
the source of the orcs and beastmen . I'm giving the Church of Typhon a
pro-human sect that opposes humanoids and barely tolerates demi-humans, and the
Fists are aligned with this militant sect.
However, the players didn't show much interest in either quest.
Finally, the players
also pieced together that there was a conjunction a few months ago, that
conjunctions could open portals into the mountain, and the conjunction was near the time when the defenses of the
dungeon dropped. They have correctly
guessed that someone got into the dungeon during the conjunction, traveled deep
enough to learn about how the dungeon worked, and turned off various wards. More hints at a larger story are emerging, as
well as foreshadowing of future
foes! The players are also aware,
from their previous alliance with the orcs, that a Mage named Varaxes is on a
lower level; he created the orcs, who rebelled, and now is creating
hyena-headed beastmen - the gnolls. The
players are hypothesizing Varaxes entered the dungeon at the conjunction.
Cast for this
Session:
Marthanes , a desert
sorcerer
Tancrede, a cleric
of Typhon
Wolfengard, a dwarf
fighter
Obsidian, a thief
Mulan, a fighter
Mercenaries: Ed, Owenheim, Mumford
After picking up the
rumors in town and rubbing shoulders with rivals, the players went back to
dungeon level 2B, The Reliquary. They
had 3 new mercenaries on this jaunt - Ed, Owenheim, and Mumford - because it
was a smaller session. The kids spent
some time puzzling the Hall of Truth (and did not learn the secret of the
pillars - they have little patience for puzzles). After searching a series of nearby rooms,
their biggest find was a secret room adjacent to the ruined library - it held
boxes and boxes of books dating from the time of the Thulians. Unfortunately, while the main PC's huddled in
the secret room confirming the contents of the boxes, they heard yells back in
the library - poor Ed was killed by some zombies that wandered in from the
east. It was a quick fight once the PC's
got involved.
They loaded up the
books, and checked one more room - this one featured a statue (a gargoyle in
disguise). Marthanes deployed the
berserkers via Summon Berserkers, and the players quickly left, returning all
the way to the surface. I had previously
briefed the players on the importance of Dwimmermount's Secret History, and the
teens were very excited to see that they had recovered some secret lore. Later that night, I put together a document
with the information they discovered (basically pasting the entries from the
secret history to a word doc for easy consumption). You'll see in later sessions they know about
things like the Manufactory, the Pool of Life, and the Essence Machines - all
from reading the Thulian archives. I
like how that aspect of the campaign is coming together!
There was time left
in the session for the players to return to the dungeon for a brief jaunt; this
time they visited the gargoyle again, prepared, and defeated it with
magic. The last battle involved an
Ossuary haunted by a Necrophidius.
Necrophidius is one of those oddball monsters from the Fiend Folio
converted to ACKS; it gets an A on the creepy factor, and has a hypnotic dance
that wrecked most of the party and almost caused a TPK. They were down to one PC standing (the rest
were swaying hypnotically with goggle eyes) before they got it. There was a treasure room near the
Necrophidius, so the players greedily loaded it into sacks.
Oh, this was
priceless. - one of the items in the treasure was a brooch; Wolfengard put it
on (failed a saving throw), and got sad.
They asked him why, he said "I don't believe in anything any
longer, not even the gods". So
Marthanes put on the brooch, and made his save.
Then the player with Tancrede had the cleric put it on! Of course he failed his save, lost his faith,
and can no longer Turn Undead. Players
are awesome - their own worst enemies.
This game saw enough
treasure for more guys to start leveling up to 2, including Tancrede (who can't
cast spells because he's now an Atheist).
The surviving mercenaries went from 0-level men to 1st level fighters. At the end of the session, they decided
they'd have to go to the city and get his faith restored sometime soon - via a
Remove Curse.
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