So our fearless adventurers start again down their path.
The group first must cross a 20 foot wide, 20 foot deep rivine with a slippery board to walk across. Jerry jumps and the rest balance on the board using a rope tied across for balance.
They emerge into the next cavern to find a group of duegar, 6 to be exact.
The rogue has smartened up and learned about flanking. She works with everyone to start flanking opponents so she can backstab. The crew waylays the duegar group. Only the ranger seems to have issues with the dice being kind.
The final building seems the logical location for the forge, especially since there is a water wheel on the side of the building with a drow chained to it -- the drow is walking like a hamster in a wheel to run something.
The rogue, Dahlia, tries the door. It is unlocked. She activates her dagger, which allows her to teleport inside invisibly and make one backstab before becoming visible. She finds a very large duegar pounding on a forge. She gets the first hit, but then all heck breaks loose and her teammates come charging in.
The group easily takes out the duegar smith, unfortunately, because I fogort he had three heal potions.
"Bad DM" *Smacks self in head*
The group finds some magical weapons, a big pile of gold used to run the forge, and, of course, the forge.
The ward is afixed to the forge and everyone waits.
The forge teleports out, but not before a massive wave of magical energy erupts causing the cavern to start to collapse.
The group of adventurers makes a run for it. Each room finds them making reflex throws to avoid falling cavern damage. The obstacles on the way in (cable car across the river that fell, plank across the rivine) still remain, but do not hold up the group this time.
Happily the group exits with their lives, their loots, and a bit of anger for the dwarf that set them up.
They speak briefly with the dwarf about the cavern collapsing, but the paladin doesn't let them be anything more than unpleasant.
And with that delve, the party now has some characters at level 7.
-DM Dad
The group first must cross a 20 foot wide, 20 foot deep rivine with a slippery board to walk across. Jerry jumps and the rest balance on the board using a rope tied across for balance.
They emerge into the next cavern to find a group of duegar, 6 to be exact.
The rogue has smartened up and learned about flanking. She works with everyone to start flanking opponents so she can backstab. The crew waylays the duegar group. Only the ranger seems to have issues with the dice being kind.
The final building seems the logical location for the forge, especially since there is a water wheel on the side of the building with a drow chained to it -- the drow is walking like a hamster in a wheel to run something.
The rogue, Dahlia, tries the door. It is unlocked. She activates her dagger, which allows her to teleport inside invisibly and make one backstab before becoming visible. She finds a very large duegar pounding on a forge. She gets the first hit, but then all heck breaks loose and her teammates come charging in.
The group easily takes out the duegar smith, unfortunately, because I fogort he had three heal potions.
"Bad DM" *Smacks self in head*
The group finds some magical weapons, a big pile of gold used to run the forge, and, of course, the forge.
The ward is afixed to the forge and everyone waits.
The forge teleports out, but not before a massive wave of magical energy erupts causing the cavern to start to collapse.
The group of adventurers makes a run for it. Each room finds them making reflex throws to avoid falling cavern damage. The obstacles on the way in (cable car across the river that fell, plank across the rivine) still remain, but do not hold up the group this time.
Happily the group exits with their lives, their loots, and a bit of anger for the dwarf that set them up.
They speak briefly with the dwarf about the cavern collapsing, but the paladin doesn't let them be anything more than unpleasant.
And with that delve, the party now has some characters at level 7.
-DM Dad
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