Yet Another World's Largest Dungeon Crawl

Politics for a tree and death by dragon

Game: 18/03/2014
Time: 5:45pm to 11:30pm
Place: SteKanAda’s place

The party having recently left the domain of Demons, Devils, and Angels headed East to start their journey out of the dungeon now that they had a way out. Here they entered an area as bright as the sun, with real sunlight seeming to shine down upon them from a massive pillar made of light in the center of the region. They crossed the lake of Larva, and headed over to explore the massive ridge of obsidian that lay before them first.

Their new member Maz they found to be quite sneak, so he was sent ahead to scout out each of the valleys cut into the ridge. In the first he found a war zone of different chemicals and traps, as well as a massive mechanical jaw. He invited the others in, and they were able to avoid the traps with his help, and they found a few academical supplies. They decided to follow the ridge north, and in the next few valleys weren’t able to find much, bar some obsidian arrows lodged into the bones of some sort of humanoid creature.

As they headed north along the ridge the light got more blinding for them as less and less of it was covered. Eventually they managed to make out 3 pillars of stone in the distance, and from one of them a few arrows came flying, as well as a magically enhanced voice to cover the distance telling them to return to whence they came. Cal and Maz put down their weapons, and attempted to approach again with arms out stretched. They made it to the center of the 3 towers before a contingent of Elvish warriors came out to meet them all dressed in matching uniform. The uniform was fine amour, with an emerald green tabard over the top, and a matching cloak clasped at the front by a bronze tree. Except for the Lieutenant which had a silver tree clasp. About 9 more elves remained up in the tower ready to fire down upon the two if they tried anything.

The Lieutenant demanded to know who they were and what they were doing there. Cal explained with Maz jutting in with a remark every few seconds. They tried to convince the Lieutenant that they were there with peaceful intentions, but they failed to do so, and were warned that unless they turned around and left then the guards would have no choice but to force them to leave. The two headed back to the others, and the group decided that they would try to sneak around the other side of the ridge.

As they made their way to the South East end of the ridge they spotted a few other towers, but before attempting to approach these ones they found another valley cutting into the ridge. As Maz attempted to sneak inside he set off a proximity alarm spell, and while running out was chased by a Elvish Wizard wielding a staff of some sort and threatening to fry him if he didn’t stop. He made it back to the group who all raised their hands at the threats from the wizard, who started questioning them about why they were there. While they were explaining it all another group of Elvish soldiers joined the Wizard from the nearby towers, leaving the party heavily outnumbered.

The party though were able to explain their peaceful intentions, and the wizard was a lot more accepting of them then the guards were. He introduced himself as Master Mirroreyes, one of the council of 7 for this region. He said he had no problem with them staying, but that they’ll have to be processed by the guards first, so they were taken to the nearby command post to meet the 2nd in command of the armed forces.

At the command post the party was introduced to <2nd>, and she greeted them fairly. She questioned them, especially about their dealings with the demons to the West, and then sent a letter off to her Commander once she felt they were no danger to the region. They spent the night there in spare bunk beds, but used the chance to question the sub-commander and the other soldiers about the region.

The party found out that this region was set up to guard a sacred celestial tree, said to be older than anything currently living on the planet. It used to guard the grounds above the dungeon, but then the roof caved in, and it fell down deep into the dungeon. The tree survived, so the Elves not wishing to lose such a valuable living tree found a way to pierce the dungeon’s defenses through the roof and mark themselves so they can leave again, then they ask for help from their allies the Dwarves and build these keeps to protect the tree.

The region is lead by a council of 7. The first is a powerful Elvish Druid that has been here since the start, and is very protective of the tree, and also doesn’t like any outsiders. The 2nd is the Commander, and Asimar Paladin who leads the troops. The 3rd is the Mage they had already met beforehand. The 4th is leader of the local Dwarves, a very practical engineer. The 5th members is a Lammasu who has also been here since the start, and spends its time guarding the flying mounts of the Elves. The 6th members is a Celestial Naga, who spends its time secluded in the caverns of the fortress. The final member is the celestial tree itself, but it has not spoken in a very long time to anyone, and the few times it has previously spoken it has always been a prophesy about upcoming danger.

After the nights rest the Commander Lightbringer arrived early in the morning to meet the party. He had further questioning for them, even more so about the situation to the West. He was quite pleased about finding out that several Demon generals were dead, and that the Solar was now awake to lead attacks on them. He thanked the party for their great service, and granted them permissions to remain in the region as long as they liked, but that it would only be at the command post. He said he’ll speak to the other Councillors about having them gain access to elsewhere, and about letting them trade with each other. In the meantime it might be best if they speak to the Lammasu themselves, as they are more likely to gain his trust themselves.

They were escorted over to its cavern, where they entered a cave full of some of the best carvings they had ever before laid eyes upon. Inside they met the Lammasu itself, which greeted them while working on a granite statue in its paws. It listed to their story, and agreed that they could remain. It said it could even grant access to head north, but that it did not advise they do so as the lake they would have to cross is filled with terrible monsters they would pull them under unless they had a means with which to breath underwater. Instead it asked they help out around here and find out what was killing Elvish patrols, and something else darker in the fortress that was slowly making everyone turn upon one another. Finally it suggested they go visit the Naga, a friend of its, and ask it for permission to stay, as with its vote they would be quite close to being allowed to stay and trade as long as they require.

They were given temporary permission to be escorted through the fortress, where they passed by several patrols, the mess hall, the training hall, and finally through the quartermasters office before heading to the caves in the back. The quartermaster himself was an Elf missing his right arm, but still seemed a pleasant fellow, even if he only waved as they walked passed and wished them luck. The party asked why and the quartermaster said that the Naga was a friend of his, and used to be quite jovial and liked to play pranks, but lately seemed to be depressed and keeping to itself.

The entered the caves, noticing that the place was a mess and nothing was sorted out. The furniture, not designed for humanoid use, didn’t look like it had been cleared for a while. From behind one the Celestial Naga emerged and demanded to know what they were doing here. They told it they were sent by the Lammau, and it seemed to accept it. They explained why they were there, and that they wanted to stay and trade for a while. The party then offered its services if it would help, and at first the Naga said no, but then it changed its mind and said that it could help by clearing out the Hags to the North West that would occasionally attack the region. The party agreed, and after another nights rest headed off to confront the hags.

The left to the North, under escort to the borders of course, and then passed by the large lake to head West. Here they encountered two Hell Hounds that had headed up from the region south to find a snake. They seemed to be most of the way through a Mereman, but the party made short work of them. They party continued along the shoreline until the encountered a large pile of refuse on the beach. Searching through it they found several dead bodies, until they eventually found a Lizardman pined under the pile.

They cleared off enough of the pile to get him out, and he thanked them for saving him. He explained that he had been grabbed by a large Water Spider while he had come out for a drink, and it had left him there to die and decompose before it would return to eat him. He didn’t know where it was now, but suggested they get out of there before it returned. The party agreed and followed the lizard man to where the rest of his tribe was located. They thanked the party for returning one of their clan safely, and explained that they were hiding in the tunnels because a Green Dragon had driven them from their home among the marsh to the north. The party explained they were here for the Hags, and the lizardmen looked disapointed, but explained the best way to get to the Hags without encountering the Dragon.

The party thanked them, but then explained that they were also going to go take care of the Dragon. The Lizardmen thanked them, and explained how to get there, but that they would have to fight some marrow on the way. The party happily did so, and it didn’t take them long to do so. They also rescued some aquatic Elves from the Marrow who thanked them, but explained they’d have to rest for a while before they could leave. The party then deviated from where they were told to go and explored another door they found, which lead to a corridor filled doors, obviously leading to cells.

The party checked out the cells, and found them to mostly be empty. Except for one which had a force wall on the outside that only seemed to stop water at first. Serendipity decided to explore past it, and once inside found the wall became a lot more dense and that water was pouring down from the ceiling. He tried to shape a hole over to the prison next to this one, but it was an ice chamber, and the water quickly started freezing over. This time he re-shaped the roof to close all the holes over, triggering the next stage of the trap which snap froze the entire room, trapping him frozen in the ice. The rest of the party decided to get him out of there by giving him resistance to fire, and then fireballing the room a few times until the ice was mostly gone. In another chamber they found a bunch of magic daggers that seemed to have been pinning something to the wall before it tore its way free. The party kept them all, as some of the materials were quite useful, while others had things like holy or lawful enchantments on them. In the room at the end of the corridor they found a resting chamber with a magically painted beach on the wall, complete with a shining moon the moves slowly across the sky. They found a secret door here which linked through to beach area they had already explored, so they headed back.

Once out the other door they quickly found themselves back in the large cavern, where they knew they’d find the Dragon somewhere to the North in the marsh. Maz volunteered to go and check it out, and attempted to quietly swim out into the marsh. However he set off a trap the dragon had left to alert him if anyone came that way, and as the steam vent went off the dragon took flight. Maz cast some spells to prepare for the combat, and so did everyone else.

The dragon came in low and hit the party with its acid breath, hurting all of the party. Terris responded by binding its wings so it couldn’t fly, forcing it down into the marsh in front of Maz. Maz proceeded to attack it, while the rest of the party did what they could from a distance, unable to swim themselves. The dragon attacked Maz, injuring him a lot, forcing the Gnome to retreat to the party where he was healed. The dragon then leaped through the air, attempting to pin a large part of the party, but only Turag was unable to get out of the way and was pined. The dragon then proceeded to attack Maz again, but with Maz and the rest of the party attacking him back he found himself quickly being overwhelmed. He retreated back badly hurt and left off another acid breath. The breath managed to kill Turag through damage alone, and Terris fell to massive damage. Maz on almost no health chased the dragon and gave it all he had to land another blow with the Dragonbane dagger they had picked up against the black dragon.

Maz landed the final blow, killing the dragon in the shallow end of the Marsh. Before the surviving members of the party had time to recover though they heard a crackle of laughter, and saw far off in the distance some Hags starting to approach them, drawn out by the dragons death and hoping to finish off the now weak party.

Will the remaining members survive? Will they be able to revive their fallen comrades? Can they find a way to defeat the hags? Will the Naga then vote to let them remain and trade with the Elves?

I guess we’ll all find out in two weeks.

Deals with a Demon, on behalf on an Angel

Game: 4/02/2014
Start Time: 7:15pm
Finish Time: 10:25pm
Players: Adam, Kane, Michael, Jim

Quick summary: Party makes deal with Celestial Couatl to return with Sacred Flame. They trick demon into getting it off him without a fight. They returned it which took over powering the defenses, allowing a Solar to awaken and ‘reward’ the evil party.

At the end of our last party were licking their wounds after a fight with a Basilisk, and were hanging out on this small ledge of land they had found near the larva. While here they found a secret door that opened up onto a chamber of light containing two thrones. One empty, and another with a Solar that seemed to be concentrating on something. They then were met by a Celestial Couatl that demanded they leave. They asked if they might bargain with it for information on how to leave, it said that if they returned with the Sacred Flame then it’s master would be able to assist them. The party agreed, and after being told the flame could be found to the Eastern caves they went off that way.

There they explored off from their previous crossroads they found and came across a room filled with spiderwebs. They ‘knew’ it was a trap and took every precaution. After lots of effort to make it through safely, and checking for traps and such, they were quite surprised to make it through un-accosted. Here they found a short corridor that had two doors at the end. They found one to be locked and trapped, so they opened the door to the left. Inside they found two women who had been badly beaten up asking if they were here to rescue them. Most of the party fell for their lies, but Archavold had heard that there were Succubi nearby and cast dispell magic on one of them. Once their illusions had dropped they launched into attack on the party, but the party made short work of one of them so the other turned ethereal and ran away. They found a key under one of the pillows in the Succubi room and opened the other room to find it completely barren of anything of use.

They then returned to the crossroads and went down the last remaining path they had not explored. This lead them to another chamber that was dark, but contained the Demon Lord Gleshebyyyy on his throne with a few servants. The party decided to speak to him, and he was most willing to hear them out, in fact he had many questions about them, and the world from where they came. Once they had sated his curiosity they started to discuss why there were there. They insisted that they worked for another Demon Lord who had sent them to collect the Sacred flame in order to use against the barrier in the inner chamber. Lord Gleshebyyyy could tell they were lying, but knew the party which contained two wererats could be of use. He told them that if they killed the helpless Solar, then he would hand over the Sacred Flame. The party agreed and left.

Now as a GM I was fully expecting them to do just that and side with evil, but to my surprise they came up with a plan to trick the Demon instead. Using the Angel head they had retrieved from the fallen Angel they killed earlier, they used spells to freshen it up and sculpt it to look like the Solar. They then presented it to the Demon, who had a very large chance to recognise it as a fake, but against all odds rolled a 1. Seeing no harm that could happen now with the Solar dead he handed over the Sacred Flame, but not before offering them other treasure and even a wish if they would prefer something else instead. They went with the Sacred Flame.

They returned with the Sacred flame and with the Couatl’s directions they returned it to the correct position to empower the defenses of the section. As it did so other Angels flocked to the chamber just in time to see the Solar awaken from his meditation. He arose and shared thoughts with the Couatl in order to be brought up to speed on all that had passed since he started powering the defenses himself thousands of years ago.

He then turned to address the party and thank them. However given what they looked like he cast greater dispell magic so he might remove any protection they had, and then sense how evil they were. He found out one of the party was soul bound to a Demon lord and the other two were indeed cursed Wererats. He offered Archavold the chance to atone and give up with oath to a Demon Lord, but Archavold refused and attempted to run. The Solar struck him down with a Holy Word. He then turned his attention on the Wererats and dismissed their curses, returning them to their true selves. He offered atonement to Turag the Orc, but the Orc refused, as he wasn’t also soul bound the Solar spared him due to his services.

The Solar then rewarded the party. I had it hand out roughly 140,000gp worth of gear or bonuses to the party. Most of them went for stat bonuses that it could grant thanks to the Solar having Wish at will. Some got given powerful weapons and armour. Turag came out the worst with only some minor weapon and equipment upgrades. However I then had the Solar boost his Wisdom to 10, so that he might be wise enough to realize the path to redemption on his own one day.

The party then asked about a way out, and the Solar informed them that there was an exit to the dungeon to the far North East. It wrote them a letter of mark that would allow them to be let out by the Titan that guarded that exit. The party decided to then head to the East before they would then head North to make their escape.

A very long but simplified catchup

To put it simply we’ve been playing along every fortnight, with breaks only tending to happen over the two Christmas periods since the last update. We’re quite slack about updates, but I would like to get into the habit of them more often, both for this game and other games I run.

This update is a condensed, highly condensed, tale of their journey through the last of section A of the dungeon at level 1, though to them reaching section G and making it to level 10.

Due to the length of this update, I will be saving it, and coming back to it, so I apologise if you come along and this only seems half complete. Also if it’s missing anything because I will be running off memory, with some stuff almost 2 years old. Likely to mean I start off with few details, and get more detailed as we get closer to the latest game.

So, let us begin. The end of Section A:
The party continued to clear out section after section. Turag remained a cowered, but did end up saving the party at one stage by pouring a potion down an unconscious Archivold’s throat, who promptly woke up and helped kill a Fendish Dire Wolf.
Things got interesting with the fight against Longtail. He was quite a powerful Sorcerer, at least compared to the party. However there was enough members in the party that they were able to just manage getting by soaking all of the spells they through at him. They weren’t in a good position, but running low of spells left Longtail worse off. He tried to escape by flying away, but Archavold was able to surprise him from invisibility and score a critical to finish him off. Then to everyone’s surprise Parker decided he wanted to become a Wererat so ate some of Longtails flesh.
That night happened to be a full moon and he turned, by random chance it also happened to be while he was on watch. With the rest of the party asleep he quickly managed to turn most of the remaining party members into Wererats as well, but Archavold woke up in time to get away. After they agreed that they kind of liked being Wererats the party decided to stick with it, but Archavold refused to be turned, and just had to dodge the occasional attempt by Parker to convert him.

Section B:
The party came into the back end of a barracks, filled with trained Goblin troops. They quickly decided to negotiate instead of fighting, and were taken to see the Goblin Emperor. There they presented their case of just wanting to find a way out, and that they didn’t want to fight. The Emperor said he could show them a way that would lead out if they would help deal with the filthy Goblin rebels. The party agreed.
That night Grimnar fled (the player wasn’t able to make it any longer), but the Emperor had another person in his prison that agreed to help the party in exchange for his freedom. So the party welcomed Cal, the Fighter/Cleric to their group. He refused to be turned into a Wererat.
The party set off into the maze that guarded the boarder between the Empire and the Rebels. They feel for many traps before a random Empire patrol was able to point them in the correct direction. They still were hit by a few more traps, but eventually they made it. They found the Rebels! and instead of fighting them, they immediately negotiated with them. They were informed that the Emperor was lying about a way out, and would likely try to kill them if they returned weakened from fighting the rebels. The party instead agreed to help the rebels, but only in dealing with the Bugbear problem instead of fighting the Empire as well. The rebels blindfolded them and showed them to an alternative way out through the maze.
The party then ended up near some catacombs, which they broke into and had to fight off some undead. They realized what they were getting from each catacomb wasn’t worth the effort breaking into them, nor what they had to fight off. They then headed North.
Here they encountered some Bugbears, which they promptly slaughtered without negotiations. Archavold broke into a room, touched a wall hanging to check behind it, and found himself bound in a cursed +2 Ghost Touch Breastplate that he couldn’t take off. He liked the extra protection, but the spell mischance screwed him over many times for over a year worth of sessions.
They continued to find Bugbears and kill them in a section, as well as set off a few more interesting traps that also lost them access to a private diary that would have explained a lot about this section.
They then headed a bit further North and looped over to the East, even finding a map of the section at one point. They used this to quickly navigate around, and head to what looked to have the most promise in the section, a large round room. Here they were set upon by a bunch of undead Blackguards, but after a close shave the party managed to kill them all. Continuing to explore the area they came across a helpless Kobold by himself, the party quickly adopted him, and found out more about the Goblin war. They decided they liked the Rebels more, and then set off to cover the entire section again, so they could come and attack the Goblin Emperor from the rear.
Heading back to section A they then headed up the path that went right in behind the Emperor’s chambers. The doors were locked quite securely, but the group took their time and made their way through. Eventually they managed to make it to the Emperor’s bedroom. Here they looted his gear, and then Serendipity cast a spell to remove the wall between the bedroom and the throne room. Combat broke out.
The Goblins and Hobgoblins quickly formed ranks and attacked the party with the Emperor throwing in spells and fireball beads to support them. The party disabled most of them with some stinking cloud and other area effects. It was again a tough battle, and most of the PC’s went down, but were stabilized. Eventually it ended up with Archavold fighting the Emperor. The Emperor was out of anything else to use so he pulled out a Rod of Wonder and attempted to use that, but all it did was cause rain and an illusionary lightning bolt. Archavold then took down the Emperor.
The party healed up, handed over the section to the Goblin rebels, had a feast, and moved on to Section C.

Section C:
The party entered this area in the Top left. They quickly encountered a Cockatrice and made short work of it. Through exploring they stumbled upon a statue room, and found one of the statues was actually some sort of creature trying to hind among the statues. They tried to great it, but it just ran off and they never saw it again. Continuing to explore the came across a heavily bared door, which upon removing they found contained a Black Pudding of an immense size. They managed to defeat it, but Parker was dragged into it and killed before it finally went down. Unfortunately they had no means to raise him, so Parker became no more.
The party continued to explore why Jim wrote up a new character. They eventually stumbled onto the main chamber of this section that used to contain a very powerful demon. In it’s place was Jim’s new character <forgot name="true">, a Blackguard, that was fighting off the chains that go for anything evil around them. They helped him and were about to leave when they were stopped by an Umbra. It demanded payment to let them pass through this section, which they handed over, it then left without a further word.
The party was once more stopped from leaving by being interrupted by a Lantern Archon. It spoke to them of a battle that happened her long ago. When asked how to leave it informed the party that they would require a key. When asked where the key was it told them it was to the South East, but they would need to be marked as righteous in order to claim it. Archavold took the mark, finding out afterwards that it curses any evil that bear it.
They finally decided to search the room, and found a secret lock box in the floor. After springing a few traps they managed to get to the main lock, which even taking 20 on they found themselves unable to open. So they stacked it as much as they could. Boosting dexterity with spells, using a transformation spell to boost it to a form that takes it even higher, using enchanted tools, and assist bonuses. They managed to get up to an open lock of 55, which was what they required. Inside they found and ancient and powerful evil blade. Archavold quickly claimed it for himself.

Setting Out

Around 6pm
GM: Valcondrious
Golem playing Serendipity a Human Factorum/Archivist
Proff_Jimbles playing Parker McFell an Elf Figher/Ranger
Squid playing Archivor Droman a Human Spellthief/Focused Transmuter
Grimmnar playing Grimmnar The Swift a Human Barbarian/Rogue (First RPing game ever)

Part 1: The Assent and Decent

Group sets up at the table, introductions are made for the new player. Then we start off with some RPing to build up a bit of a back story for why the group has gotten together and is heading into a dungeon.

It is decided that Archivor is a prominant local figure, owning an estate in the hills before it gets too rough as it heads up to the Mountain. He has plans for dealing with everyone and is trying to climb in power before he attempts to make a name for himself by heading towards more populated areas.
Parker is his primary plan for dealing with most people. A loyal thug that likes to pulverise things with his twin light maces. He grew up in the area and enjoys working for Archivor as he gets paid to hit things.
Serendipity is a traveler who entered the region to escape some unknown fate as the Clerics of his region looked down on his worship of multiple gods. He quickly made a name for himself for outsmarting the locals and came to Archivor’s attention as someone he could use when it came to religious matters.
Grimmnar grew up closer to the Mountain, in the wild regions controlled by Goblins and Orcs. His local tribe wars with them in a very honest manner, that is that they kill and pillige each other without mercy or quarter. He’s out on his proving quest and decided to head towards more human settlements rather then just fighting more Orcs. He’s become fond of the mead of civilization, even if he looks down on their weak practices. Due to his aggressive nature of dealing with things, he’s quickly becoming another useful thug for Archivor.

Archivor has long considered the Wererat Sorcer Longtail his primary magical competition in the area. So when he hear rumours that Longtail was gathering a force of Goblins and Orcs to raid a cave to claim a powerful magical artifact, Archivor decided he’d try and beat Longtail to it.

Archivor convinced the other 3 to join him on what was meant to be a short journey and they headed up into the Mountains, soon following the trail of Longtails forces. They soon cross the peak of a valley to find the mouth of the cave, but before it the long dead body of a Titan lying in wait.

The searched the area, but besides the scattered papers of its journal they found nothing of value they could take as they decided the Chain Shirt it wore, plus it’s Battleaxe, were too big for them to transport anywhere. Serendipity tried to use Comprehend Languages to read the journal, but it’s writing were older then even that spell and he was unable to understand it. So instead he transcribe some of it to his personal papers to attempt to understand later.

After some discussion they decided to enter the cave and decend into its depths. Grimmnar was given the responsibility of holding the ever burning torch.

First Dungeon Experiences

The party entered the first area and checked both doors to see them both open into the black void. Archivor ordered Serendipity to cross the void and check it out, after some hesitation Serendipity did so. They found that they then couldn’t see or hear him. Serendipity found he couldn’t see or hear them.
The party discussed leaving Serendipity there, but in the end Archivors greed for the magical artifact helped him convince himself and the others to cross the threshold. The door closed soon afterwards and they found themselves trapped.

With his low light vision Parker noticed some figures hunched in the corner, this was soon confirmed when they coughed. Iargo, Archivor’s Owl Familiar, gave a hoot as if they were prey so the party approached. Upon seeing they were Orcs the party prepared itself for battle, but were suprised to find the Orcs already mostly beaten up.
Attempts to talk to them by Parker were met by bared fangs, given he was an Elf, and soon Archivor gave the order to kill them as he considered them simple lackeys of Longtail. The party wiped them out in the surprise round.

The party decided to explore one of the north doors and were hit by a flaming hands trap, after multiple attempts they finally disabled it, but not before taking some minor damage. During this time Parker had Searched the room and found a secret door. No traps on the outside were found, so when they opened it Parker just stepped right in to be shot at by poisined darts.
They soon disabled that trap, passing all Fort saves in the process, so they could explore the room and find that it was a rough room with a dead Angel in the centre. Serendipity moved in to read its death scrawl, and touched it in the process finding himself infused with some holy engergy (plus 1 Con & Wis).
The Angel on the floor crumbled to dust and the illusion around the wall collapsed to reveal what looked a record of the place, again in the ancient language. Serendipity took some time to transcribe it.

Mould’s a Killer

After the party finished in what is now called the Dead Angel room they headed through the now untrapped door. Here they found a room full of mouldy sacks in each of the corners. They decided to explore through them, which disturbed the black mould and released a could of spores. 3 of them failed their Fort saves and took some con damage. They then proceeded to burn the sacks with Alchemist fire, by which time they took the secondary fort save and 2 of them failed. Serendipity took a total of 2 points of Con Damage. Grimmnar and Archiver took a total of 3 points of Con Damage.

They then went through the next North door into a larger room filled with mouldy sacks and mouldy barrels. They carefully examined the area, and Parker found a gold ring amoung the barrels.

They found another door leading to another Southern room, and while attepting to get into it found they were shot at by Acid Arrows. After a couple failed attempts to disarm it the party just decides to run past it, only Grimmnar being hit for most of his remaining hit points.

In the next room they found a store room filed with weak rope, and rusty tools and nails. They find nothing of use, but Archivor finds a secret door opening up into the room where they burnt the mold.

They then check out the remaining North door and see all the dead bodies inside. Parker is the only one brave enough to check it out and all he finds is the other secret door leading into the burnt mold room.

First Real Fight

There is something to be said for first level combat. They might not have much hit points, but the fights still last a while as no one can hit each other.

So the group decides to go explore the top of the two Eastern doors in the main hallway. They’re able to open it without any trouble and inside they find a dead Orc with a broken spear nearby. They check his body and find it’s drainged of bood, and all fail their checks to figure out it was Darkmantles that did it. They do find a dimond worth 1,000gp though (thank your random treasure table), which Archivor gives to Serendipity as party of his payment for coming with them.

Serendipity then walks through the Northern door and spots the Fiendish Dark Mantle above his head, as well as the Fiendish rat in the other doorway. It then all goes black as the Dark Mantle actives his darkness ability. A combat ensures and everyone misses again and again, even the Dark Mantle who can see is having trouble. During this Serendipity and Archivor have run like cowards out of the darkness, Serendipity has cast light on his amulet, and eventually heads into the darkness where he wins a competing caster check so his light actually works in the darkness. The Dark Mantle still grabs onto Parker, doing damage and setting itself up to start draining him next turn, but with the help of the light the party is able to kill it before the turn ends.

The party by this stage is out of healing spells, low on health, but they decide to push on. In the next room they hear the sqeaks of a swarm of rats coming and force the door closed. Getting some Alchemist fire ready they open the door and peg it at the rats. It takes some damage, but moves into attack. Parker takes two swings, but misses wildly, Grimmnar steps up and with one mighty swing (rolling max damage) he finishes off the swarm leaving the remaining rats to scatter.

Archivor, unhurt and still with all his spells, says they should push on. However the rest of the party makes a stand (with a warning from the GM that he won’t hold back if they push on in such a weakend condition), that they head back to the Angel room to rest up. Even though two of them are evil, they still benefit from the healing effect of the room so they party heals up and 3 of them recover a point of constitution each.

Day 2 and the luck of the reckless

Upon waking the party sets off in the same direction as last time. Taking a right at the allway. They enter the larger corridor and find the dead Kobold skeleton in the centre, but don’t find anything of use. They enter the doors beyond it to find a largish room with a table, bed, and chairs around a pile of dirt in the centre of the room.

They take their time to do a solid search of the room, finding the gems stored in the bed leg. Archivor values them and then gives them to Grimmnar as payment. They also find a secret door leading south.

Archivor examins the door, and thinking it’s clear of traps attempts to open it. For his efforts he is hit by the blade trap which knocks him out. He’s healed up and after a RPing moment where he struggles to say thank you to Serendipity for the healing, they move into the room.

Inside they find makeshift tables and chairs around the place. A quick search reveals an old deck of cards, and a gold ring with perl inlay. Also because it’s on the obvious side of the secret door they find another one, leading to the only room off the main entrance room they hadn’t explored. Archivor tries to search it, but the smell of death and musk in the room forces him back. Parker is able to stand the smell, but a quick search doesn’t reveal anything.

Tight tunnels and lots of rats

The group then goes through the only door off the secret room they hadn’t opened and find a caved in area. Rather then going back to find a reasonable path they decide to squeeze through, Iargo hoping along behind because he can’t fly in here.

They then head right at the hallway they find and go on to find an open door leading to a large room. In the centre of the room is a large Censor, that while they determines is worth a decent bit of gold, is way too large to carry. They head for the other open door and Grimmnar reaching it first is hit by a colour spray and is knocked out. While Serendipity is coming to wake him up a swarm of rats shoots past doing damage to all members of the party besides Archivor.

Archivor then decides to just try and walk past the colour spray, confident in his Will save, but rolls a Natural 1 and also passes out. Serendipity at this stage at this point just walks past the door and makes his save, on the otherside he sets about disabling the trap so the others can pass through safely.

Inside they find a crushed golden goblet, which Archivor throws away saying it’s a waste of space to carry. They also easily spot the secret door given it’s being held closed by a series of spikes. Archivor tries, but fails to pull them out. Grimmnar then puts his back into it using a crowbar and easily dislodges them.

Once they get the door open they cross inside the room to find their noise has caused the rats inside the room to gather into another swarm. They quickly dispatch it, but before they get a chance to rest it is joined by another wave and this time 4 dire rats. They’re still able to bring them down without too much trouble, but once again they’re getting low on health and resources for the day.

Deciding to at least search the two sets of rooms the rats were in they find some coins and smokesticks. They also spot another secret door that has almost been knocked out of the wall due to it twisting in an Earthquake. Before they open it Serendipity notices the state of the wall and realises that if they did open it then a section of the wall could just collapse on them. Archivor uses a mend spell and they’re able to stabalise the wall enough to enter the room.

In next room they find a lot of skeletons hanging from the walls as well a more chained to a big spike in the centre of the room. Iargo refuses to enter, but Archivor grabs him and forces him into the room with them. They all attempt to search it, and in doing so touch the chains. Serendipity and Parker fail their Will saves and have visions of the people these skeleton used to be, being put through horrible pain over and over. They come out of it but are shaken from the experience for the rest of the day.

At this point I decided to call the session and let them all level up. They hadn’t quite explored enough to get past level one, but running a first level party annoys me with how squishy they are.

Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.


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