Timekeeping
This session began on August 7th, 2025, with the player characters adventuring until August 8th. Downtime for these characters begins on the 9th.
Player Characters Present
Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchman Thomas (C6)Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)with henchmen Bishoy (F6) Tawadros (F6)Fluid the Druid (Level 7 Druid, former wearer of the Ring of Kings)Marty O'Tool (Level 5 Cleric, wielder of the Mace of Saint Patrick)Gorfag (Level 4 Half-orc fighter, formerly known as Fagor)
Downtime
Session Report
Encounter #1: ?
Rounds: N/A
Result: Monsters withdrawHighlights: Silently the Fluid-Owl glided over behind an overhanging piece of rock down the trail. Looking back he saw four, 4-legged creatures. They had hooves and ugly, badger-like heads. Whatever they were playing at, they soon gave up when the party chose to put on their armour and get ready. They raced past Fluid unawares, heading south.
Sever was unable to actually find the creatures tracks, a rare failure, but since there were few directions for the monsters to go the party opted to move forward, for once keeping their Continual Light sources hidden and relying on the bright moonlight to see by. After passing in and out of overhangs, the path ahead finally plunged into darkness, beyond this they eventually found a round-ish cave with 3 exits; two narrow and one wider, all had passages that either switched back or soon curved out of sight.
A more thorough search failed to turn up anything, except for a random encounter, something was coming towards them from eastern exit, clucking as it approached.
Encounter #2: 2 Cockatrice
Rounds: N/A
Result: Monsters withdrawHighlights: Sever managed to impress the creatures that today was not the day to mess with him, and they backed up the way they had come. Would they return at the worst possible time? The party were willing to take that chance.
Fury confirmed that the smell of what ever it was they were following was still detectible here, and it seemed strongest near the wider south west exit, so they went that way. The curving natural passage spilled out into an oval cavern with three tiers, at the floor level were the four creatures they had been tracking, but that wasn't all.
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It was a trap! |
Combat #1: NPC Party
Rounds: 13
Result: Party Victory
Highlights: The four Leucrota charged, one impaling itself on Sever's spear, and then there were three. Gorfag came forward to augment the front rank, and then a magic-user appeared on the upper ledge and cast Slow on them, and then a cleric appeared nearby and cast Silence. The players immediately grasped that they were taking on an enemy with powers much like themselves.
The party was made of of adventurers from Sidon, and they weren't interested in negotiating.
Next round the enemy cleric cast Hold Person, snagging the hapless Gorfag and also the cleric Marty, fortunately Fluid shrugged off the effects.
So, after two rounds of enemy action: all of our heroes were Slowed, two of them were Held, one was Silenced. A leader type among the enemy, and his lieutenant, scrambled down from the ledge to engage in melee, leaving the casters with five men-at-arms to protect them. It was a bad start to say the least. I found myself contemplating the post TPK situation; it could have been fun having survivors taken back to Sidon to be sold as slaves, maybe sent for a stint rowing a trireme. I could see it now; this would be no story-game-theatre-kid-spotlight-party thing, those characters would be stuck there and maybe not played for weeks, it might be the end for them, who knew?
These thoughts were shelved as the party gradually began to claw their way back out of trouble.
Rhoikos managed to get far enough away to for everyone to realise that he was the one with the Silence spell on him. From where he had moved to he could see the Wall of Ice the enemy magic-user had used to trap them here and prevent any escape; but the St. Raulian couldn't tell anyone!
After this came one of the swingiest combats I can remember, my d20 was coming up 19s & 20s or 1s & 2, and hardly anything in between. Fluid, having saved against the Hold Person, managed to get out of the silence effect and cast Summon Insects on the enemy cleric. Marty's player wanted to cast Command on the magic-user; could he do that while under a Hold Person spell? Well it requires verbal component only, and Hold Person doesn't stop you breathing, so I ruled he could cast it as long as he could say the word without moving his lips.
So what did he say? "Fawl!"
The enemy magic user had high enough intelligence (and level) to get a save, but he failed! Following the command, he toppled over the side of the higher ledge, landed on the one below, then continued off that to land with a splat on the cavern floor. As he had no control to brace himself, I applied double normal falling damage; he also lost the spell he was planning to cast. Not at all bad work from Marty there, but the purple clad adventurer was struggling to rise, though it wasn't clear if he could still do so.
The clash between the Leucrotas and the two fighters against Sever and Bishoy was a titanic affair, with Sever going shield up to really lower his AC, making him very very hard to hit, but even so with my dice rolling he was losing hit points and dishing out damage in equal measure, even with the Slow happening.
Dorrinal kindly reminded me that the party should be automatically losing initiative because of that, at least according to the PHB (page 104), but the monsters had been winning it most of the time anyway. Later I argued that the initiative procedure in the PHB is trumped by that of the DMG (page 63), which does not say this about Slow. We'll probably sort this out again next time.
Fluid now went spear out and charged the enemy magic-user, this brave act was rewarded with ten arrows from the men at arms; but they all missed! The charging druid impaled the magic-user before he could do what ever he was planning to do, and next round the druid returned to the main melee under the hail of another 10 arrows; and somehow only 1 out of 20 actually hit him. Don't ask me how, but I suspect he messed with the discord dice roller.
Meanwhile on the ledge the Insect Swarm was nipping hit points away from the cleric while she batted at them ineffectually. Finally some of the men at arms came over with torches to try and shoo the little flying bugs away, would this work?
The enemy leader had been taunting away at Sever from the moment the fight was out of the field of the Silence spell, and now several rounds passed with little more than harsh language being exchanged. Somehow the bad luck rolls had extended to the remaining Leucrota. As the battle stretched on the duration of both Slow and Hold Person was actually coming in to play.
The enemy cleric was reduced to a desperate action; she had the men-at-arms douse her in oil and set it on fire! "It was going to hurt," they said, "Do IT!" she answered. This would definitely drive off the bugs, but it also caused 4d6 damage; I rolled a total of 22, and she only had 20 left! Down she went in a similar manner to the magic user, she did not rise again.
Session Statistics:
Downtime begins on: 09/Aug
Combats: 2
Rooms mapped: 3
Combat rounds: 13
Losses: none somehow
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