Today (actually, Sunday 8th September), the dice-gods decided that many new people would come along. So along with some old hands, a bunch of fresh young PCs (relatively fresh and young, to make the integration process easier for new people, the new PCs start at the lowest level in the party) joined the party for a trip to the caves.
So, the party consisted of:
Brigham (3rd Level Cleric);
Cnut (3rd Level Fighter);
Feign* (2nd Level Cleric);
Gell* (2nd Level Fighter);
Gibbet (4th Level Thief);
Grimble* (2nd Level Magic User);
Karensa (3nd Level Elf);
Marl (2nd Level Halfling);
Rannock* (2nd Level Fighter)
*characters of the new players
*characters of the new players
The first thing was getting the two groups together. This is relatively easy, new adventurers in Rift City tend to turn up at the Travellers' Inn at the Rift-end of the High Street. It's about the only place they can afford. But that's also where the PCs meet up for breakfast when they're adventuring, so the two groups were sitting eating and drinking in the inn (pub) next to each other... as they were in real life. Spooky, huh?
Next, deciding where to go. The new members have never been to the caves, so the veteran PCs suggested the same location that they visited twice in the last few sessions - the tunnels with the portcullises (Session 25 link, Session 23 link).
This area is all dressed stone and regular corridors. That in theory makes it easier to map. Hahahaha! More on that shortly...
Venturing into the dark, the marching order was Marl, Rannock and Brigham up front, Gibbet, Grimble and Feign in the middle, and Karensa, Gell and Cnut bringing up the rear. The idea I think was to put a demi-human both fore and aft to use infravision to spot nasties, and of course to protect the rather squishy, non-plate-armoured specialists, Gibbet and Grimble. Feign I think was just being cowardly.
There is a very long tunnel just in from the entrance, and it has a door off it to the right. They headed for the far end of the corridor, ignoring the door.
I don't think I'm giving too much away to say that this is what the PCs have mapped. I'm quite good enough with image manipulation software to have changed anything that is on the map that the PCs haven't found, so they shouldn't take this as a representation of 'reality' - this is, to my understanding, their map of what's been found.
The stairs in the top right come down from a natural cave in the side of the Rift.
The room at the bottom of the corridor has four sconces on the walls that have torches in them; it also contains a pool on the north wall. The room to the west of it, through the door, also contains a pool/fountain, on the south wall this time, and this was where the Giant Ants had been residing in the previous session.
You should be able to see that a few of the 'doors' are marked with dots rather than a block - these are portcullises rather than doors as such.
The PCs decided that instead of trying to lift the portcullis, they'd batter it down. This was pretty successful but obviously made a certain amount of noise. Soon after Rannock had smashed his way into the room beyond, PCs became aware that someone was following them. Whether the the someone - or perhaps someones - had come through the western door they didn't know.
Turns out they were Lizardfolk. One of the Lizardpeople approached the party slowly, but as no-one spoke the Lizardman language, it was difficult to communicate. Karensa decided to end the standoff by shooting an arrow at the lead Lizarddude, and all hell broke loose. The Lizardbeings charged and a short but brutal combat ensued: 6 dead Lizardthings and no dead party.
Looting the corpses produced an unexpectedly large stash, so the party high-tailed it back to town, stashed the loot and scurried back to the caves.
Pushing on from the room with the torches, the PCs turned west. This is where the Giant Ants had been hanging out and sure enough there were more Giant Ants in the room. The party is mostly sporting platemail and is therefore pretty difficult to hit, but Giant Ants are tough cookies and it wasn't plain sailing. At some point during the session I know Karensa was injured (slightly, she's 3rd Level and it was only a couple of hp damage) and I suspect it was here. However, once the Ants were dead, the party did find a cache of treasure in a crack in the wall, so it looked like they'd have a pretty decent haul in the end.
Further exploration beyond the room of Ants led them to a fairly small group of Orcs, who the party butchered in pretty short order. The Orcs didn't have any proper treasure, however, so the PCs pushed on in an abandoned store-room and here the party encountered some Zombies. These were in part dealt with by the Clerics, both of whom took a hand in the Turning, though some still remained, and these proved to be a bit tougher than the Orcs, but at last the PCs had battered them to jelly.
Deciding for sure after all this hard work that it was time to go, the party made their way out and trooped back to town to count their loot after a hard day!
Next, deciding where to go. The new members have never been to the caves, so the veteran PCs suggested the same location that they visited twice in the last few sessions - the tunnels with the portcullises (Session 25 link, Session 23 link).
This area is all dressed stone and regular corridors. That in theory makes it easier to map. Hahahaha! More on that shortly...
Venturing into the dark, the marching order was Marl, Rannock and Brigham up front, Gibbet, Grimble and Feign in the middle, and Karensa, Gell and Cnut bringing up the rear. The idea I think was to put a demi-human both fore and aft to use infravision to spot nasties, and of course to protect the rather squishy, non-plate-armoured specialists, Gibbet and Grimble. Feign I think was just being cowardly.
There is a very long tunnel just in from the entrance, and it has a door off it to the right. They headed for the far end of the corridor, ignoring the door.
The stairs in the top right come down from a natural cave in the side of the Rift.
The room at the bottom of the corridor has four sconces on the walls that have torches in them; it also contains a pool on the north wall. The room to the west of it, through the door, also contains a pool/fountain, on the south wall this time, and this was where the Giant Ants had been residing in the previous session.
You should be able to see that a few of the 'doors' are marked with dots rather than a block - these are portcullises rather than doors as such.
The PCs decided that instead of trying to lift the portcullis, they'd batter it down. This was pretty successful but obviously made a certain amount of noise. Soon after Rannock had smashed his way into the room beyond, PCs became aware that someone was following them. Whether the the someone - or perhaps someones - had come through the western door they didn't know.
Turns out they were Lizardfolk. One of the Lizardpeople approached the party slowly, but as no-one spoke the Lizardman language, it was difficult to communicate. Karensa decided to end the standoff by shooting an arrow at the lead Lizarddude, and all hell broke loose. The Lizardbeings charged and a short but brutal combat ensued: 6 dead Lizardthings and no dead party.
Looting the corpses produced an unexpectedly large stash, so the party high-tailed it back to town, stashed the loot and scurried back to the caves.
Pushing on from the room with the torches, the PCs turned west. This is where the Giant Ants had been hanging out and sure enough there were more Giant Ants in the room. The party is mostly sporting platemail and is therefore pretty difficult to hit, but Giant Ants are tough cookies and it wasn't plain sailing. At some point during the session I know Karensa was injured (slightly, she's 3rd Level and it was only a couple of hp damage) and I suspect it was here. However, once the Ants were dead, the party did find a cache of treasure in a crack in the wall, so it looked like they'd have a pretty decent haul in the end.
Further exploration beyond the room of Ants led them to a fairly small group of Orcs, who the party butchered in pretty short order. The Orcs didn't have any proper treasure, however, so the PCs pushed on in an abandoned store-room and here the party encountered some Zombies. These were in part dealt with by the Clerics, both of whom took a hand in the Turning, though some still remained, and these proved to be a bit tougher than the Orcs, but at last the PCs had battered them to jelly.
Deciding for sure after all this hard work that it was time to go, the party made their way out and trooped back to town to count their loot after a hard day!
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