Wednesday 15 July 2015

The thing in the deeps

We finally managed to conclude the Treasury in Razor Hills! This session the adventurers started out in a tricky situation which had an abrupt ending, and then delved deeper, discovering The thing in the deeps, before crawling to the surface, and back to civilisation.


As we had not played for a couple of weeks, we started with a recap. The short version: The characters were trapped in the treasury by Goblins from the Nightcrawler's tribe who demanded they release the treasure to be left alive! In the room was also a trapped door, which nearly cost the Rouge his life last time.

A trade agreement

While the rogue recovered from his near death experience, the Barbarian collected a bit less than half the treasure into a makeshift sack, and tossed it outside the treasury in an attempt to appease the Goblin tribe outside.

The goblin king, not being the brightest of creatures, collected the sack, had a look in it and was satisfied. He did realise that the adventurers had a good tactical position, and would likely kill a lot of the tribe before being overrun, so he did not really want a fight. He also realised that he couldn't let the party run around the dungeon, because sooner or later this would mean the end for the Nightcrawlers, as it had done for the Skullcrushers not long ago. Then he had an idea...

He ordered his minions to simply shut the door, barricade it and let the adventurers die from thirst and starvation!

Trapped!

The Barbarian watched helplessly as the door slammed shut. The were trapped! All hope now rested with the rogue, and the off chance that there would be an exit behind the trapped door.

The party took an extended rest, during which it was discovered the they were running low on supplies, they had only half a days ration of food between them, water was pretty much non existent, and they had enough lamp oil to keep a lantern lit for eleven hours. So they needed to get out, and within half a day...

After the rest the rouge examined the door, and was able to disarm the trap. He was fairly sure he had done it... But just to make sure, the barbarian constructed a testing device out of parts of one of the lanterns, a thing of metal with a leather strap to hold. She tested the door, and it did indeed seem harmless.

The last time the rouge tried to pick the lock of the door, he was abruptly interrupted by the trap, so I ruled that he could try again, and this time he managed to pry it open.

The barbarian opened the door and the looked down a steep, narrow staircase...

The thing in the deeps


The slowly descended, feeling the weight of earth and stone creeping in around them. After a while the stair turned back on itself, and below they could make out a room. No sound was heard from below.

The rouge snuck down and found himself in a burial chamber. In the centre of the room was a sarcophagus, on the right hand wall was an ancient archway, and on the other side of it he glimpsed a vast chasm. On the left was a narrow corridor slanting upwards.

The floor in this old burial chamber was covered in body parts, half eaten, half rotten. But as he took this in, a creature rose from the sarcophagus!

It was a tall, muscular, agile humanoid with brown skin, with wide cracks in it from which puss flowed. It had long sharp black claws on its fingers, and long sharp fangs for teeth. It turned and stared at the rogue with evil red eyes...

Round 1
Then it jumped at him to attack, but the barbarian charged down the stair and got to it first. As it saw her coming, it changed it's target and the two clashed, with neither side gaining the advantage. They were both aware of each others prowess, and were carefully assessing each other.

Meanwhile the priest threw a rock at the wall, and the rogue missed his chance to wound the creature.

Round 2 
The priest threw yet another rock at the far wall.

The  barbarian struck the creature with a mighty blow, but it seemed to hardly matter to it.

The rogue narrowly missed it with his dagger.

Round 3
The priest hit the thing for minimal damage with his slingshot.

The thing got the better of the barbarian, and bit into her neck. Only her armour saved her from death! She felt her limbs grow stiff and was paralysed. She also felt her blood sting with venom!

The rogue dipped his dagger in the spider venom he had extracted from the giant spiders they faced a while back.

Round 4
The  priest prayed for the healing of the barbarian, neutralising the poison and healing her for a small amount of hit points. She was still paralysed though.

The thing now turned to the rogue. The rouge ran at it, but slid under it (being a dwarf) and slashed it's legs, allowing the poison to enter it's blood.

Round 5
The priest  prayed for a blessing on the rogue, who got +1 die type to all rolls this round.

The rouge tried to jump up the creatures back and tried to stab it. His dagger entered the things neck, revolting blood gushing out into the dwarfs beard.

It fell lifeless to the ground.

Daylight

The dwaven rogue almost got his head clobbered by the barbarian, as she came out of her paralysis. He was gloating and bragging about his victory, so much so that he forgot to loot the room. Only the composed cleric remembered, and found bountiful treasure as a result - two potions and a headband made from ornate leather. 

The party did have a look through the ancient archway, and glimpsed the vast expanse of the underworld chasm, but due to resources running low and lack of morale they decided to chance the path leading upwards instead.

They followed it, and finally, after days of living underground in misery and mortal danger, they again saw the light of day!

Vowing never to return they slowly sought their way back to the small town of Razor's Edge, where they took room at the inn and rested

Levelling up

Their long stay in the mines were duly rewarded, they each got 30 experience points, enough to reach level 2! 

Levelling up means the following:
  • Gain additional hitpoints (1D8 for the warrior, 1D6 for the rogue and cleric)
  • Choose a combat skill or specialisation (The barbarian, for instance, choose Two handed weapons, allowing her to henceforth use three dice when attacking with such weapons)
  • Choose a non combat specialisation (for the class) or a general skill (The priest choose Ceremony: Heal, allowing him to henceforth perform a ceremony to heal any ill effect on another)

Conclusion

We decided that next time we were going to recreate the characters, given that many rules have changed since we first started. We are also going to create a couple of new ones each, so that we have a rooster to choose from, and so that the party can be bigger if needed. These characters are going to be level 1, while the old ones of course retain their level advancement.

This whole session was improvised, because I had not prepared anything on the lower depths of the dungeon, however I think it turned out very well indeed. The monster was a Ghast, a powerful level 5 undead, and the players were probably lucky to survive it!

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