It was supposed to be the big D&D Experience weekend, but sickness and schedule conflicts kept us away. Friday night gaming went well with only our bard missing.
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So the group enters the intriguing cave only to find a hoard of skull spiders. These nasty little beasties are spiders that inhabit the skulls of their victims to give them that little bit extra. The group started whacking away at them while some stragglers took a bit longer to enter the cave. FInally the last little gnome sorceress popped in, only to have an executioner's hood fall onto her head and start suffocating her.
There was a moment where the half-elf druid/rogue Felix almost considered poking poor Ally in the head to get the thing off, but better thoughts prevailed and three of them tried to flip the thing off. The paladin pounded away at spiders with the ranger, while the other three tugged, sending it tumbling to the ground. The hood crawled the wall, injured, and then was spotted and taken out by the rogue's arrow.
Ally went running through the cave trying to beat the rogue to the spider's treasure hoard. Too bad no one told her about the rather large pit trap that she feel into. And the rogue stol away some extra gold from the hoard before he was spotted.
Two doors from the cavern were opened into a hall with a holding pen full of zombies. The group attacked immediately, stirring the zombies and driving them to break through the fence holding them back. An entangle spell from Ally ties them up, but makes progress difficult for the melee fighters. The zombies are quickly picked off, all 10 of them.
The paladin runs into the next corridor of the cavern, finding it a dead-end in more ways than one. A huge rhioncero-like creature with a giraffe like neck and a aardvark like snout charges her, using it snoot and hooves. She backs off, the dwarf runs away after hearing that his magic armor might very well be food for the magica item eating disenchanter (cold country variety), and the ranger steps up.
There is much running, dropping of armor, and swapping of weapons, and somehow the dwarf and paladin end up with a crossbow and long bow, while the ranger holds the creature back in melee. The gnome hides in the pit with the tiger.
The team backs out of the corridor, the zombie pen room, and clear back to the original cavern, trying to lure the creature into the pit. It charges the gnome, but is finally killed by the dwarf who runs up on the creature. They take its head to sell back in town as a magical ingredient.
The next room, found behind a secret door, has four elementals in the four corners of the room behind gates. The four gates are attached to strong, magically-enforced chains, and to keys. The fours sides of the pillar all have 4 keyholes each paired to the letters 'o' 'p' 'e' and 'n'. If one were to insert a key, the chain pulls the gate, and the elemental escapes if the gate isn't close quickly enough.
The party, very fearful of the elementals, ponders the puzzle. The gnome is the last to enter, and the doors snap shut, giving the tiger barely a second to jump in. Now, with them locked in, they turn to the paladin who prays to helm to ask for an answer. And to Rodar's suprise, a list of the elemental types is given to her ina specific order: earth, wind, water, and fire.
The group positions themselves to use the keys, but the dwarf can't reach his key. The gnome climbs on his back, they insert keys, turn, the doors open, and the gates just barely clang back down before the elementals escape.
The doors open to the next room where 4 large shadows lurk until next time...
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So the group enters the intriguing cave only to find a hoard of skull spiders. These nasty little beasties are spiders that inhabit the skulls of their victims to give them that little bit extra. The group started whacking away at them while some stragglers took a bit longer to enter the cave. FInally the last little gnome sorceress popped in, only to have an executioner's hood fall onto her head and start suffocating her.
There was a moment where the half-elf druid/rogue Felix almost considered poking poor Ally in the head to get the thing off, but better thoughts prevailed and three of them tried to flip the thing off. The paladin pounded away at spiders with the ranger, while the other three tugged, sending it tumbling to the ground. The hood crawled the wall, injured, and then was spotted and taken out by the rogue's arrow.
Ally went running through the cave trying to beat the rogue to the spider's treasure hoard. Too bad no one told her about the rather large pit trap that she feel into. And the rogue stol away some extra gold from the hoard before he was spotted.
Two doors from the cavern were opened into a hall with a holding pen full of zombies. The group attacked immediately, stirring the zombies and driving them to break through the fence holding them back. An entangle spell from Ally ties them up, but makes progress difficult for the melee fighters. The zombies are quickly picked off, all 10 of them.
The paladin runs into the next corridor of the cavern, finding it a dead-end in more ways than one. A huge rhioncero-like creature with a giraffe like neck and a aardvark like snout charges her, using it snoot and hooves. She backs off, the dwarf runs away after hearing that his magic armor might very well be food for the magica item eating disenchanter (cold country variety), and the ranger steps up.
There is much running, dropping of armor, and swapping of weapons, and somehow the dwarf and paladin end up with a crossbow and long bow, while the ranger holds the creature back in melee. The gnome hides in the pit with the tiger.
The team backs out of the corridor, the zombie pen room, and clear back to the original cavern, trying to lure the creature into the pit. It charges the gnome, but is finally killed by the dwarf who runs up on the creature. They take its head to sell back in town as a magical ingredient.
The next room, found behind a secret door, has four elementals in the four corners of the room behind gates. The four gates are attached to strong, magically-enforced chains, and to keys. The fours sides of the pillar all have 4 keyholes each paired to the letters 'o' 'p' 'e' and 'n'. If one were to insert a key, the chain pulls the gate, and the elemental escapes if the gate isn't close quickly enough.
The party, very fearful of the elementals, ponders the puzzle. The gnome is the last to enter, and the doors snap shut, giving the tiger barely a second to jump in. Now, with them locked in, they turn to the paladin who prays to helm to ask for an answer. And to Rodar's suprise, a list of the elemental types is given to her ina specific order: earth, wind, water, and fire.
The group positions themselves to use the keys, but the dwarf can't reach his key. The gnome climbs on his back, they insert keys, turn, the doors open, and the gates just barely clang back down before the elementals escape.
The doors open to the next room where 4 large shadows lurk until next time...
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