CHARACTERS
Seemorph (Joe) - an elven ranger, he's got a think for ruins and the talk on the coast was this place had ruins....and lots of treasure
H'Qha (Steve) - a half-orc, sent here by others but interested in the possibility that his background is somehow tied to this place
Click here for game session 02.
Click here for the first game session.
SESSION THREE: SEARCHING THE GROTTO
They entered and found a small room with a large brazier burning a blue flame that gave off no heat. Ahead stood a large metal door. To the left and right were identical passages with statues. The right passage appeared more interesting as there was a figure held stuck to the door via two large spears in his chest.
Wandering down the right corridor for a better look they discovered another statue holding a spear, this time pointed at the door to the south. The two quickly deduced that this was some sort of sprung trap. They quickly managed to remove the trap's last victim and the spear stuck in the door subsequently disappeared.
Seemorph immediately searched the remains, which were well rotted and held nothing of value minus a fine looking part of boots and his ruined armor. Seemporph threw the boots on and began dancing around trying to activate the 'magical' boots without any luck.
Cam decided to try to open the door and narrowly missed being skewered by a spear. Seemorph decided the best option was to destroy the statue. Cam helped, wrapping a rope around the statue's head and pulling from the front while Seemorph wedge himself behind it and pushed with his feet. They were successful in toppling the statue, but it nearly fell atop Cam. Luckily he was able to evade the falling statue with just a slight wound, 1hp. Following that, they were able to open the door.
A small room with wooden shelves, unfortunately the shelves were bare except for a single tome which rested on a stone pillar. The metal covered tome was quite interesting with what appeared to be sheets made from a thin-cut stone and gold colored lettering. The tome was written in a language neither could understand. Also in the room was an object floating in the upper corner, a large 2.5 foot wide white glowing balloon-like object. The round thing bobbled slightly and they quickly deduced this was some sort of large magic light, much like a balloon with a light inside. It was soft to the touch and floated upward when pulled down. Initially the two could not come up with a way to take the light with them and so they left it behind, it was perfectly round with no surface holds and frankly, it was large. Cam also noticed some runes or glyphs carved into the pillar, filled with gold. He quickly dug his dagger in and dug out the gold.
Suddenly they heard a door close back in the main room. The balloon was forgotten as fear struck the two and they prepared to defend themselves against whatever horrors may have entered the room.
Cam inched forward, weapon at the ready with Seemorph behind him, bow at the ready. They saw nothing and heard nothing. Cam inched forward, scanning the room....
...and the skeleton struck from its spot hidden in the corner! A solid hit that struck Cam and reduced him to near unconsciousness. Seemorph luckily was able to get a shot off, striking a second skeleton squarely in the forehead and shattering it's head. Cam rushed forward to avoid the next strike, one that could turn him into a skeleton! Seemorph, despite being slowed by his boots was able to move swiftly and notched another arrow, sending the second skeleton to their grave....again!
Cam was now grievously wounded (he had 1hp left and the party had no healing!) and with one man missing, the duo opted to head out of the dungeon, taking the slim treasures they had found, rest and return another day. Cam went back and grabbed the floating globe, hoping it would fetch a good price in town.
SESSION END
DM NOTES
- This session was wonderful old school gaming. The two players were very cautious and carefully aware that they could be outclassed in this dungeon.
- I specifically put the cursed boots in the dungeon to tempt players. Tim was very much aware it could be a trick but failed to warn Joe. Joe put them on, then danced around the room. He tried to levitate, nothing. Tried to sneak around, nothing. It was great. Then when it came time to battle the skeleton and I instructed him that he received a -1 to his initiative Tim just began to laugh. He knew what was going on.
- Knowing that players sometimes go meta and look for clue in the map and the digital tabletop, I will occasionally abuse this on purpose. In the image below you can see from the players' perspective they can see the hatching on the map in all the areas EXCEPT that right alcove (circled red below). Because I know certain players 😉 will meta here and conclude that there is likely a secret door hidden there, I purposefully drew hatching off the left alcove (circled in blue). This is where the actual secret door was. I plan worked perfectly and the player went over and began exploring the right alcove. Cheater. 😋
- I have made a point of stating I would use the XP method used by Tim so the party is keen to recover anything of value in hopes that it would be worth something in town. I think this has worked out great thus far with Tim even digging the gold from the runes carved into the pillar. We will find out how well that works back in town during the next session.
I would recommend avoid using hatching and go for a solid color. I generally keep a solid white token on hand to place over the map area when a secret door is found and opened. This avoids letting players "cheat" as well as keeps the DM from intentionally misleading the players.
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