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| There he is, but where is he? |
Introduction
Sent alone into Cthugarak to steal heat-cloaks for the eighty or so humans rescued by the party last week, Sever's henchman Rabbit fails to return.
The night before a session I like to do a little mental exercise I think of as "convergence thinking" about the campaign state, along with making any necessary adjudications ready for the next day. The part of my brain that is always running the campaign in the background suddenly spits out abductions for me. It's a really good way to prepare the mind for what might happen; it's also a good middle ground between "no-prep" and "just-in-time prep". In this case, almost like reading a book, I knew what had happened to Rabbit and set about being ready for the party to try and find out.
Timekeeping
This session began on March 12th, with the player characters adventuring until the 13th. Downtime for these characters begins on the 14th of March.
Player Characters Present
Sever the Wrathful (Level 10 Pegasus Corps Ranger Lord of Machodor, wielder of Were'shbane and the Rod of Lordly Might, wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchman Thomas (C7), Poindexter (M6), and Rabbit (FMT556)Fluid the Druid (Level 9 Druid, "Scourge of Trollopulous", former wearer of the Ring of Kings, current wearer of the Cloak of Druidish Awesomeness)Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of Sanctus Draconis Interfector and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Bishoy (F6), Tawadros (F6), Steelvein (F6), Rhoikos (M6)Dead-eye Donny (Level 5 Monk)
Downtime
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| Cthugarak sewers |
Session Report
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| At 10th level (Ranger Lord), rangers are able to employ all non-written magic items which pertain to clairaudience, clairvoyance, ESP, and telepathy.— PHB, p.24 |
Now the party returned to Lord Inferno's lair and for the first time fully investigated things in the laboratory area. Previously, unable to open the door and unwilling to force it, the heroes had only observed from the outer walkway the endless rows of towering columns stretching into shadow-cloaked depths, each a massive rotating carousel that could turn to display its stacked pods – four or five levels high, man-sized orange-glass cylinders gleaming faintly with ember-streaked fluid and the coiled silhouettes of lizard-things within. Now, it was in ruins.
The wall on either side of the door showed clear signs of being dug through by umber hulks; within, they found the trashed remains of what appeared to be breeding experiments. They found evidence to suggest these breeding programs were responsible for the creation of many of the evil creatures which plague the Bandit Mountains: first and foremost firenewts, but also firedrakes, lava children, and also experiments on existing creatures such as ophidians and presumably also umber hulks. The walls were stacked high with cylinders containing the remains of such experiments, all stamped with the sigil of Za'rathul, the true Lord Inferno: three linked rings from which a single ember dangled, with the words N'gha Fomalhaut below.
Whatever had gone on here, the heroes had missed it, or most of it, they soon concluded. But there was something going on in a far corner: an umber hulk-dug hole going down. Cautiously they descended into the hole, down a tunnel, continuing until they reached a chamber that was fed by other similar tunnels and in which a fight was already going on.
Combat#1: 4 Umber hulks vs Ophidians
Rounds: 3
Result: Party win
Highlights:Highlights: Fluid using sticks to snakes against snake people. Sever using speak with animals to tell the snakes not to target the party. Essentially creating a combination spell that Giuseppe called speak with sticks. The ophidians were fighting the umber hulks and the heroes soon joined in targeting the latter. Soon they discovered what the issue was between the two groups: the umber hulks were trying to dig further down and the ophidians were trying to stop them, and failing. Rabbit went around to backstab and found another tunnel going down, but he soon came back running when he saw an umber hulk down there breaking through the bottom of the ground and apparently right into the Plane of Fire!
Too late to stop the breakthrough, the party fled the way they had come while the remaining ophidians tried to exit through another tunnel. The former made it back up to the lab and dived for cover to avoid the massive influx of flame and heat; the latter were not so lucky.
It was clear that the very structural integrity of the place was now in question (later Fluid would stabilise the fracture, for a time, using the combination of mud to rock and rock to mud). This made bringing out the prisoners (and loot) all the more urgent.
The heroes now returned to Cthugarak and searched for a good place near the walls they could rent out and use as a staging area to bring the human prisoners before taking them out of the city disguised as slaves. The two closest quarters were the temple quarter—run by House Ignisalam—and the Outcast Quarter, run by the Scorchvipers. They chose the latter and, after seeing off a mob of thieves, they found a warehouse near the city wall that suited them. Securing this facility involved all the paperwork the city's bureaucracy could bring to bear, featuring one Chandera Emberdrake, a mid-level clerk with an evident taste for bribes, and that was a lot. The details were finalised in downtime and will be covered in the next session report, but the loot and XP for the last few sessions up to this one are included below.
Session Statistics:
Combats: 1
Rooms mapped:
Combat rounds: 3
Losses: None
- pink & green sphere adds 1 point to charisma (18 maximum)
- pale blue rhomboid adds 1 point to strength (18 maximum)
- incandescent blue sphere adds 1 point to wisdom (18 maximum)
- dusty rose prism gives +1 protection
- scarlet & blue sphere adds 1 point to intelligence (18 maximum)
- dull grey arrow head burned out, “dead” stone




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