Wednesday, February 3, 2010

Session 10: Turning undead - It's not so many ensorcellments

And two weeks ago (real time, not game time):

We start session 10 still in the tunnels under the statue in the middle of Loamville...

Flush with the victory of creaming another small human party and taking all its possessions, our party returns to a nearby secret door and heads deeper into the dungeon. They trail along through corridors and staircases until they spring a trap on one landing, a hunk of wall suddenly punching out and smacking Bolin into the rest, Bowling (Bolin-ing) them all down the stairs. Bruised, they proceed using their heavy packs to trigger the trap and crawl one by one past the stone, which retracts and doesn't re-launch as long as sufficient weight remains on the landing.
Further along Stonk sticks his head around a corridor provoking a goblin attack (?); next in line Bolin is attacked by a tattered human corpse. Ronson fucks up the goblin, but more corpses stagger forward to do some damage. Lucky for the party, Bolin's so holy he turns the whole crowd around.

Our heroes follow the fleeing monsters to an intersection, heading north as the undead go west, to a door with a flame on it. They listen at it (but take no other precautions for some reason) and, hearing nothing, open the door.

The door scratches along the ground and ignites a huge fireball, which blasts Ronson, Bolin and Stonk into unconsciousness (the land of zero hitpoints). [Amazingly, though, they all fall to exactly zero hp, so they don't die - DM]

Danth and Lert bind their wounds, and they wake up badly burnt, with much loot lost; what's worse, their own holy symbol and spellbooks are consumed too. Damaged and defenseless, the whole party makes haste to the surface, staggering out at last into the afternoon sun, and fleeing Loamville as fast as their stolen horses can carry them.

Having made camp, the party attempt some rest and recovery; but the watch (Danth) awakens them mid-night to the approach of trouble. Hurriedly dousing their fire and breaking camp, they discern an advancing party of what sound like aimless mad thugs, spoiling for a fight, rambling through the forest hacking at trees! The friends scramble away on the horses just as the thugs enter the clearing, and stagger off into a swamp to try to salvage what sleep they can.

They wake up late and discuss the next move; it is decided that provisions are needed before the party head back to Loamville, and a nearby castle seems like the best bet for finding them...

2 comments: