Session 44 was played on 8/15
Eiric, wizard 5 (Kat)
- torch bearers (Kali)
- men at arms (D, E, F)
- Naideen(dog)
A-A-Ron, Thief 5 (Henchman)
Orpheus, Human Fighter 5 (Henchman)
Karl, Dwarf 5 (Julia)
- Hobart (dog)
- men at arms (Groot, Paris, Carrdio, Love Bug)
Daryll (NPC Cleric 6)
With Eiric only able to speak Dwarven, Karl has to translate for her, which makes things a little awkward. Added to it is the fact that her ears are HUGE! Checking in with the wizards guild, there is one willing to cast remove curse for 500gp. He charges 25gp for merely consulting.
Remembering that they were going to get strawberries for Malfrecas Nul, they grab some in the market, and then head to the Quiet Halls. The pile of bodies at the base of the steps has been clearly rooted through, both by looters (all the weapons were gone) and scavengers. Currently they’re swarming with maggots and other bug things.
The Quiet Halls are quiet, and they return to the Antechamber to take the stairs down to the Asylum. Banking around to head to the teleport chamber, the party goes through the room with the stagnant water pit and the rickety bridge. Going across one at a time seems to be the way to go until the bridge breaks under Carrdio, and he falls in.
He comes up from his dunking flailing. Then he screams as black leach like things start to attach themselves to him. The screaming and flailing stop way more suddenly than anyone expects, as he’s dragged under. In seconds, the dark water is again still.
The rest of the party opts to go around. Making it to the teleport room, Karl decides to experiment, and leaves the door open, and his 10’ pole sticking halfway out into the hall. This ended up being a poor decision.
**DM’s Note: I gave it a 9% chance that it just wouldn’t work, and a 1% chance it would go bad.
Most of the hirelings arrived at the other end of the teleporter inside out. Everyone else was in pain (2d6 damage). Finding themselves in a chamber with 5 other teleport rooms, and one door out into a hallway, they opted to explore the hallway rather than risk using a teleporter to somewhere else they didn’t know.
Picking a random direction, they quickly encounter some weird elf-like people. They order the party to disarm and surrender. That goes over about as well as expected, and the fight is joined. A-A-Ron uses one of his screaming arrows, causing one of them to run. Darryl and Naideen both crit against their opponents, The remaining few opt to run away. Karl, Orpheus, and A-A-Ron gave chase, into a large chamber with a large shallow pit in the middle. And in the pit, 2 angry looking hydras who start hauling themselves out. Plus another of the elf-dudes who takes a potshot at Karl.
Karl, Orpheus, and A-A-Ron rush back to the party, who were busy looting the bodies. Deciding they’d seen enough, they run for the teleport chamber, but are intercepted by 3 more elf-dudes and a basilisk! Groot turns to stone, and Darryl makes his save. A-A-Ron uses another arrow, causing one elf-dude to run. Orpheus crits on the basilisk, lopping it’s head off as he ran past it.
The remaining party members make it to the teleporter, and back out of the dungeon.
Back in town, Darryl casts remove curse on Eiric for free.
Being so completely depleted of hirelings, the party holds a major recruiting event. From it they pick:
Mongo the torch bearer (former fishmonger who still sort of smells)
Erstby the Stableboy
Kanye the thug
Gar the torch bearer
An elf and dwarf pair who’ve been travelling together for some decades now.
Brie, a 1st level wizard who was the apprentice to Skelmis, the wizard who adventures with Yolanda (former hireling!)
Eiric was hesitant to take on an apprentice, but Brie brought not only a spell that Eiric didn’t have, but also detailed info on what Yolanda and Co. had been up to, and how (and where) they met their end!
Gains: Magic Glove, Magic Ear Thing, Swords and Armor of weird metal, gold and platinum coins (230gp value)
Kills: 4 elf dudes, 1 basilisk
Losses: Love Bug, Paris, D, F, Kali, Groot
New, better raport with photos! :)
ReplyDeleteAnd a visit to lower levels. It's great how the Stonehell dungeon is interconnected.