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Songs were sung and tales were told, marsh mellows were toasted |
Introduction
Timekeeping
This session began on September 4th, 2025, with the player characters adventuring until the end of the day. Downtime for these characters begins on the 5th.
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), Rabbit (FMT 445), and Poindexter (M6)Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher)with henchmen Steelvein (F4) and Rhoikos (M4)Fluid the Druid (Level 8 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings)Marty O'Tool (Level 5 Cleric, wielder of the Mace of Saint Patrick)Snorri (Level 1 Dwarf Fighter from Schloss Ragnar)
Downtime
Session Report
Combat #1: Type III Demon
Rounds: 3
Result: Monster fledHighlights: The monster could not approach in the face of Giuseppe's Protection from Evil, so it used Telekinesis to try and pull Snorri out of safety. Fortunately the paladin was able to grab a hold of the dwarf.
A lot of magic missiles were fired off by the henchmen and we had to apply the magic resistance rules thoroughly. Considering the level difference between 11 and the casters, they all had little chance of success, even with me letting each missile get a separate resistance check, and yet two got through which, when combined with the melee damage were nearly enough to kill it; but not quite.
The demon then won the next round's initiative, and managed to get off Teleport without Error before the party--still in their pyjamas for the most part, could finish it off. I'm sure this denizen of the abyss will forget the whole thing and not hold a grudge. That kicked the session off with a blast, but the pace immediately slowed as caution became the watchword.
The remainder of the night passed without any other issues, and in the morning the party advanced through the narrow crawl space hidden by the secret door in the third pit, and from there went down two sets of stairs. Fluid had cast Detect Magic before bringing up the rear, and he was rewarded with a find--a secret door on the first stair. Meanwhile, at the bottom of the next stairs, the heroes were discovering that the corridor there contained fear gas. Most made their saves, and so it was a bit of a nothing-burger as those who resisted grabbed a hold of those few who had failed before they could run off. If the saving throw results had gone differently it could have been a much more dangerous outcome.
They backed from the corridor and up the stairs to regroup and plan. Through the gas Sever and Giuseppe had seen a door on the southern wall mid way down the corridor, but they didn't want to mess with that right away when it meant standing around in the fear gas to do so. Instead they examined the door Fluid had found. There was no apparent means for opening it; but, as it was magical, they gave Dispel Magic a try. In fact they gave it three tries, but sadly these spells were not able to overcome the magic of the Lich whose tomb this was. Too bad for them.
Now the clever players used Unseen Servant to safely open the door in the fear gas corridor from the safety of the stair outside of its effects; and, lo and behold, the gas dispersed when they did so. The door was easily pushed open and led to a cobweb choked stair--going down into darkness. When the party approached--very wary of the webs--they saw a silver truncheon, or something of similar size and shape, at the bottom of the stairs. Here there was much back and forth over what to do; in the end success was found in Rabbit's flaming sword. Rhoikos then brought up what proved to be a shining silver mace with Unseen Servant (still in effect from earlier). This doughty looking weapon was given to Snorri, and then they advanced cautiously in to the room at the bottom of the stairs.
Combat #2: Lich "Acererak Kistomerces"
Rounds: 2
Result: Glorious Party Victory
Highlights: The monster resisted all spells and took a number of blows without flinching. The silvery mace seemed to be the most effective weapon and the hits from it appeared to really do him in, while the others were just mopping up the last of its hit points.
As soon as the Lich was down there was an eerie silence, that soon was broken by the sounds of rocks splitting and falling--causing dust to fly all over. Dutifully, I started counting to ten, but the players had declared they were fleeing I before got to two. They had the presence of mind to grab nearby treasure, but had to leave the golden couch--too bad. The collapse was expanding to the whole place, from every room they retreated back to and paused for a moment in, they could see dusty plumes from fallen masonry billowing out--almost in pursuit of them. This continued until they reached the Chapel, once the giant lock closed behind them it seemed to be safe--for now. They paused to assess their treasure, it looked pretty good. Amidst the loot was a scroll with a number of first and second level magic user spells. There was also a map that looked like a treasure map.
The problem from here was: how to get out?
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Wizard of Trollopulous |
They back tracked into the grand hall and we had a digressing on Scrolls. All three casters could not cast Knock, so that ruled out spending the time to memorised it, instead they used the just looted scroll on the secret door; finding a 10' cube room beyond. What followed was a very annoying period for the players; but fun for me, as every round spent searching out and finding more secret doors--and ways to open them--saw a random hero take a bolt of magical energy, which appeared out of nowhere, preceded by a high pitched voice of one "Iucounu". "Iucounu Strikes!" "Iucounu Stings!" Etc etc, until the party agreed as one that, if they ever got their hands on this Iucounu guy, it would be a bad time for him. There were about half a dozen small rooms, all connected by secret doors, all with different means of opening them. This might have been fun on the way in to the tomb, but for a party trying to escape it was anything but.
Finally, the series of secret doors ended in a larger room that was some sort of torture chamber. Immediately--as they piled out to avoid another shot from Iucounu--a fearsome many-armed creature appeared that opposed them going further.
Combat #3: Huge Gargoyle
Rounds: 1
Result: Party VictoryHighlights: Finding something they could take a swing at after all the Iucounu business, the adventurers charge in, surrounded the hideous monster, and pounded it into the ground.
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Clearly, not of much use on their way out of the tomb. |
Session Statistics:
Combats: 3
Rooms mapped: 4
Combat rounds: 0
Losses: none
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