Session 6: The Dungeon Complex – Part 2 (23rd May 2012 )
The cast of heroes
Arken (Half-Elf Cleric) – leader of the party
Bardan (Human Fighter) – the muscle
Knil (Elf Ranger) – the tracker
Rioja Hyrule (Human Mage) – the wizard
Korum Proudfoot (Halfling Thief) – the scout
Damien (Human Fighter) - the extra muscle (absent from this
session)
The Darkness (day 21)
The party decided to rest up and take stock of their
adventures so far. At a quick estimate, they realised that they had spent the
best part of two days in the magical complex and dark dungeon; alternately
testing their skills to the highest degree and resting up. After another good
rest, the party considered their next moves. They decided to retrace their steps
to the T-junction at the foot of the stairs they entered the dark dungeon by.
Once past the doorway, they slowly approached a room the mirror image of the
first one in which they encountered the first skeletons. This room was empty.
Expecting the worst, Korum scouted ahead again with trepidation in his steps.
The next room also turned out to be empty. The exit from this room, however,
led straight onto a T-junction. They decided to head to the left as that seemed
to be an area that could be quickly covered as it would fill in a gap on their
map.
Approaching the room slowly, Korum heard the sound of bones
rubbing together. He readied himself with two vials of Holy Water and stepped
over the threshold. His presence was immediately felt by the two skeletons
within and they advanced on him with wicked grins on their maws. Korum let
loose the vials of water but these didn’t seem to have much effect. He
retreated to the safety of the rest of the party declaring what he had
encountered. Arken, the cleric, stepped forward and called upon his god, Din,
to rid this world of such abominations. The skeletons crumbled to dust. The
party cautiously entered the room and discovered a chest in the corner. The
lock was no challenge to Korum, and soon the treasure within was revealed; a
suit of plate armour and two vials of red liquid. Rioja got to work on
appraising the latest haul, revealing that the armour was magical and the vials
contained Potions of Extra Healing. The vials disappeared into the cleric’s
pack and the armour was handed to Bardan.
The party retraced their steps to the T-Junction and carried
on along the other branch. The corridor ended at another T-junction. Again the
party decided to turn left. Korum, creeping ahead of the party as usual was
able to report back that at the end of the corridor was a large room with two
other exits further down the wall from which he entered. Unfortunately there
were also two large skeletons armed with rusted blades. These were of a similar
size to the ones encountered in the fountain room, and were deemed to be of
great danger. Arken Blessed the party and cast Sanctuary upon himself and the
party readied themselves for combat. As they advanced into the chamber, the
skeletons locked their gazes upon the cleric. The ranger and thief let loose
with their shafts but Knil was again unlucky in that his bowstring snapped
again! Korum’s bolt flew true though and hit one of the skeletons. Bardan,
arriving slightly late (obviously fitting into his new armour), charged into
the combat with the cleric, who didn’t have time to turn the undead due to
casting protective spells upon his fellow travellers. After a brief melee, one
of the skeletons crumbled to dust at the hands of the party, but the other was
slightly trickier. Bardan enveloped the second skeleton in a great bear hug
preventing it from using its rusted weapon. Korum lined up a massive blow to
its neck but this failed to dispel the creature. Bardan carried on squeezing
ever more tightly, feeling bones snap and grind under the pressure. The blue
fire in the eye sockets dimmed as its magical life was snuffed out. It too
crumbled to dust.
There was nothing else in the room, so the party quickly
decided to vacate it. They unanimously decided to take the first exit along the
wall. Cautiously moving forward, the party advanced through a short twisting
corridor, past a side turning and upon turning right came across a small niche
in the wall. This turned out to be nothing more than an aborted attempt to
construct another smaller corridor. The party left this area quickly and
carried on tracing their path around more twisting corridors until they arrived
back at the skeleton room they had just recently left. Realising they had
walked a circuit, they decided to check out the second exit from the room, in
the knowledge that they still had one more side turning to explore behind them.
The Key to the Door
The second exit led down a very long, dark corridor.
Cautiously they rounded a corner and shortly after another, doubling-back, then
the corridor opened out into a large, high-ceilinged room. On the same wall
they entered the room was a very large door complete with two ornate handles, a
key hole and runes upon the surface. Korum, the chattiest of the party started
to ask Rioja what he thought the runes might mean but all everyone heard was a
load of gibberish. He tried talking in every language he knew but still nobody
was any wiser. Rioja tried to get the Halfling to talk sense, but it seemed he
was the only one who could make himself understood. Korum, writing down what he
thought was a perfectly legible script, handed it to Rioja, but the sentence
turned out to be gibberish. The party, confused by this lack of being able to
understand each other, slowly backed out of the room until they could find a place
where they could talk to one another again in the Common tongue. Finding a spot
just around the first corner, they discussed this new conundrum. Above the
chatter of the party, Korum caught the approaching sound of many boned feet
clacking on the floor. Coming down the corridor were a great number of
skeletons with three of their larger compatriots in tow.
A decision was quickly reached that the tougher party
members would hold off this approaching horde to give the mage more time to
decipher the runes and work out what the runes meant. Korum would accompany him
in case his skills were needed. The mage and thief returned to the room with a
few pre-agreed signals arranged to ease communication and left their
compatriots to face the oncoming skeletons.
Dem Dry Bones
Arken started the combat by summoning a Dust devil.
Meanwhile, Knil knocked and let fly a couple of arrows that flew true and hit
their target. Arken then commanded his Dust Devil to take out the oncoming
horde of bones and attempted to turn as many as he could before the melee was
joined. His god, Din, answered his prayer and a skeleton crumbled to dust.
Bardan stepped to the front just as the skeletons were drawing close to the
Dust Devil. Lighting a rag stuffed into a bottle of blessed alcohol, Bardan
threw the concoction at the oncoming skeletons. The resulting explosion rocked
the corridor and five of the approaching horde crumbled to dust. When the
flames died down, the party saw to their horror that even more skeletons were
bearing down on the party; things were not looking good as six of these were
now of the larger type.
Writing down the runes at a feverish pace, Rioja’s fear was
getting the better of him. The sounds of battle just around the corner had
unnerved him and his concentration wavered. This puzzle would need more thought
in a quieter and less stressful environment. Korum, his days as a burglar
coming back to him, looked around for somewhere a key may be kept. The only
place available was above the door on the wide lintel. He motioned for Rioja to
give him a boost but between them they didn’t have the height or strength to
get up there. They knew that time was running out for their companions, so they
decided that they would need to support them in order to present a united front
rather than a split force that could be taken apart in two separate skirmishes.
Korum and Rioja raced back to the fight to be confronted by
another loud explosion and the sight of two of the larger skeletons staggering
under the impact of the flames. The extra crossbow bolts and Magic Missiles
fired into the fight gave the party breathing space to reform their ranks, but
at this point the Dust Devil dissipated. Slowly but surely, the party ground
down the opposition, but not before Arken and Bardan took many serious wounds.
As the battle progressed, the party realised that without any more
reinforcements arriving for the undead, they stood a good chance of getting
through the melee. Arken, battered and bloodied, started a little song and
dance, taunting the skeletons and drawing their wrath from the rest of the
party. This gave Bardan, Knil and Korum time to redress their battle lines in
order to take down the last remaining large skeletons. Just as the party
thought victory was in their grasp, Bardan fumbled and struck Arken with his
great axe, dropping it in the process. The remaining two skeletons saw their
chance and redoubled their efforts, but the unarmed Bardan was now their
target. Sensing victory, the foremost skeleton attacked with more vigour, but fumbled
his attack and smashed his sword arm on the wall, losing both the sword and the
limb! The following attack saw it do the same again to its other arm in its
rage! Bardan and Knil stepped away from this now (h)armless skeleton and
concentrated their attacks on the remaining one to keep it away from the
injured cleric and weapon less fighter. The longsword of Knil hacked into it,
but Korum missed his chance of dispatching it from the rear by dropping his
short sword. Bardan, meanwhile, tried to grapple the armless skeleton but
failed to get to grips with it. Knil and Arken distracted the last able-bodied
skeleton, giving Korum enough time to draw his second short sword and dispatch
it with the deftest of blows. The final, armless skeleton crumbled to dust
under the hammer of Arken.
Inspecting their wounds and recovering their dropped weapons
the party set about trying to heal up, but a shout from Korum halted any more
magic being prepared. The sound of more bony footsteps and the chink of chain
mail approaching had them clutching for their weapons and preparing the last of
their offensive spells.
The last of the skeletons was rapidly traversing the length
of the corridor. This one seemed far more deadly than any of the others they
had encountered so far. A volley of arrows sped down the corridor and found
their mark, but the skeleton just shrugged them off. Korum’s crossbow string
snapped; the curse of missile fire in this dungeon struck again – perhaps the
dungeon builders had designed it thus as the calamities with bows had so far
been many. Another bloody conflict was joined, but the numbers in the party
would be more telling this time. Many blows and counter-blows were struck, and
fumbles on either side led to weapons becoming embedded in the walls or floor,
which led to the combat going on longer than it ordinarily would. Bardan’s axe
had again flung from his grasp, so Knil threw him his longsword. This pleased
the fighter no end and his combat prowess improved greatly in the confines of
the corridor. Maybe his axe was just too big to swing in these smaller
confines? The smaller form of Korum allowed him to get behind the skeleton
whilst its attention was on the burly warriors ahead of it. Two well placed
strikes severed its spine and neck and it crumbled to the ground. The armour
and weaponry crumbled to a rusty stain just as the bones turned to dust.
This fight had sorely tested the party. Many wounds needed
to be healed and spells retaken, so the party decided to find a safe place to
hole up to accomplish this. They decided to head back to the crossroads by the
little niche as that gave them the best of all vantage points. Whilst the magic
users regained their spells and the warrior and cleric were healed of their
many wounds, Korum and Knil, who were mostly uninjured, decided to explore the
last of the complex. They headed straight into the room on the opposite side of
the crossroads in the hope of negating any further threats. All that greeted
them was disturbed earth; most likely the ground from which the skeletons were summoned
forth. However, there were not enough holes to account for the amount of
skeletons they had encountered. Korum poked through a few of the disturbed areas
in the hope of finding some gold coins but all he was rewarded with was dirt.
The two scouts backed out of the room and headed right at the crossroads,
signalling the room was all clear to the rest of the party as they passed them.
After a sharp right the corridor headed on to a very large
room. This room also had lots of disturbed earth. This must have been where the
rest of the skeletons had come from. Again, searching for a few coppers in the
graves, Korum poked around in the dirt. This time luck was with him and he
called for the ranger to help him haul a large chest out of the earth. Korum popped
the lock very easily to find the chest full of gold coins. Plunging his fingers
into the hoard, Korum realised there were a few other things in there too. He
pulled out a ring and an urn which he handed to the ranger, and finally a small
bag of gems that disappeared straight into one of his many pockets without
being seen by Knil. These were taken back to the rest of the party. By now,
Rioja was able to use his magic to work out that the ring was for a light
descent from heights and the urn was able to dispel magic within its confines.
Rioja took the urn and Korum was thought to be the best recipient of the ring
as he did most of the climbing.
The Key to the Door II
As there was still a bit of time required to fully recover
all of their spells, the magic users decided it was best if Knil stood guard over
them whilst Bardan and Korum went to investigate the door again. A plan was
devised before entering the realms of gibberish. When they got to the door,
Bardan boosted Korum up onto the door lintel so he could search for a key. It
seemed likely that the dungeon makers didn’t leave their keys under doormats or
on door lintels, but they did leave another set of runes. Korum took a rubbing
of them and the pair returned to the rest of the party.
Unfortunately, any language, whether written or spoken, in
this room wound up as gibberish unless it was a mage who attempted it. The
rubbing turned out to be next to useless. Rioja decided he needed to see the
carvings for himself, so the whole party returned to the door. Rioja approached
the large double portal; cast Spider Climb upon himself and climbed to the top
of the door. He saw the runes and instantly realised they were the key to the similar
runes carved upon the door. The code when cracked read “The key is in my hand”.
He returned to stand in front of the door and spoke the magical words. A large
golden key appeared in his hands. He tried the key in the door, which proved to
open easily. The valves swung open effortlessly, letting in the bright
afternoon sun, which temporarily blinded the party members.
Waiting a few minutes for their eyes to adjust, the party
took stock of their surroundings – they were just a short distance still from
the wizard’s tower. Rioja closed the dungeon doors and locked them. As the
adventurers moved away from the huge double doors, they realised that they were
very well hidden by the designers, and they would only be found if specifically
looked for.
The party returned to the tower to collect their horse and
wagon and continue their journey. They decided it would be most prudent to stay
in the tower over night, during which time Korum made a final sweep of the upper
rooms. Unfortunately, he found nothing new to help them on their quest. Exiting
the tower next morning, they locked the door behind them and started away from
the stronghold to the dolorous tones of “Who goes there?”
Another day, another Town (day 22)
Consulting their maps of the area, the party looked for a
town within easy distance. There was a town marked on the map not a day’s
travel from the tower. They decided to set off in that direction for a bit of
carousing and trading.
An uneventful journey saw the party reach the walled town by
late afternoon. Approaching the main gate they were stopped by the town guard;
four heavily armed and armoured men, who looked like they would brook no
trouble. Asking the party’s purposes in coming to town, and being happy with
what they heard, they let the party through the gates and gave them directions
to the nearest inn, under duress of heavy punishment for any trouble caused.
The party entered the courtyard of the unimaginatively named
“The Large Tavern” and handed over their transport into the care of the ostler.
They entered the common room and approached the bar. The landlord greeted them
in a jovial manner and asked them if they would like a room. The adventurers
requested a room each with a hot bath and meals for the next three days. Once
booked, the party cleaned themselves up and headed back to the common room with
the exception of Arken who headed out in search of his local temple. Whilst he
was out praying to his god, Din, and making a large donation to the temple’s
coffers, the fighter and thief drank and ate themselves into a stupor and were
helped up to their rooms by the more sober mage and ranger. Arken returned to
find the other two were now also drunk, so they retired to their beds thankful
that the doors and walls were thick enough to stop the loud snoring coming from
their companions’ rooms.
After a large breakfast the adventurers headed out to the
town’s markets in search of magical weapons and trinkets. Several merchants
were visited but no good deals were forthcoming. Still, they had a couple more
days in which to pick up some new equipment.
Great write-up as always!
ReplyDeleteFor future skeleton encounters we need one of these miniatures.
Looks 'armless enough!
ReplyDeleteI have some of those lego skeletons if you want me to bring them :)
ReplyDeleteP.s. Its Tom(Knil)
also loving the blog so far (Y)!
ReplyDelete