Big crowd for this one! Seven players, plus two playing both of their PCs! And henchmen! Group headed back, with some light horses, mule, donkey, wagon, and other supplies. Tony tried to steal a horse, but failed, though he managed to get away without being seen. The three day journey was largely uneventful until the morning on the last day. The group spotted three goblins about seventy five or so feet away walking towards the Old Bastard. Two of the goblins held a pole between them with various dead animals. The other was walking behind. The first were unaware that their comrade in the rear guard had succumb to an arrow in the back, killing him. Soon the party rode up to the goblins, and the two surrendered. Dread Pirate Robert managed to convince the two to indulge information. It seems that the goblins are part of small group (now 12) that are working for a dragon named Whisper. Robert managed to convince the two goblins to guide them to Whisper, saying that he was old friends with the dragon.
Inside the entrance, they notice that intersection is once more lit. The goblins lead them north, to the plaza. They tell the group about how some were eaten by Whisper as punishment, and how he has sent them to go look for treasure throughout the level for the last few weeks. They’ve managed to find treasure throughout, but some haven’t come back. At the plaza, they come across three morlocks. The lead morlock was wearing a ragged robe and told the group to halt. It seems that Whisper has gained control of some the morlocks wondering around. The group basically tells the morlocks to screw off and leave them behind. The morlocks don’t pursue.
At the plaza, the group changes their plan. Instead of meeting Whisper, the group decides to search around the plaza, map it a bit better, and finally search the two story structure. The goblins tell them that they ransacked the lower level, but not the top floor. The group begins their search. Looking through the bottom floor turns up nothing. They find a set of stairs outside that go to the second floor. At the end of the stairs, there is ornate metal door. It’s locked. While the most of the group tries to unlock said door, Hazzik grapples up to one of the windows in the second floor. While it appears to be no glass, and he can see somewhat on the other side, his hand is unable to go through due some invisible force. The thief is unsuccessful in opening the door, but Bosca gives it the ol’ community college try and slams into the door, hoping it would break, bend, or do something. Unfortunately, it knocks him back down the stairs, causing six damage. While all this is going down, Laughing Fox decides to gamble with the two goblins, as a way to keep an eye on them. Using a dice game where a single dice is thrown against the wall by each player and the highest number wins, Laughing Fox beats both but decides to let them keep their small sums. He then ask them to play one final time: this time, if he loses, they keep his money. He wins, and they become his minions. Of course he cheats by using a little prestidigitation to make a dice that always says six.
The group realizes they won’t get anywhere, and head down south to the smaller intersection with stone doors on the east and west walls. They open the on the east wall, and inside is the previous large chamber from last session. This session, the group decides to search the room more thoroughly and are rewarded with finding a secret door in the north wall. The stones of the secret door are a bit concave, and the group looks to see if it’s trapped. Pushing the door with a ten foot pole and as it opens up, so does a pit trap at its foot. Looking inside, they see some shiny baubles and a skeleton at the bottom of a fifteen foot drop among some spikes. Tony does his Tom Cruise impression again and gathers up twenty gold and a black pearl. After that, the group makes a rope bridge to cross inside to the other side of the wall. On the other side, they enter a triangular room, with a twenty foot wide bridge set in the middle of the 45 degree angled northeastern wall. Directly west of the now opened secret door, they find a pedestal with two levers: one upright, the other pushed down. Pushing the one upright down, another door in the western wall opens, revealing a small room with a wooden, metal chest and a three foot tall marble statute of a woman with a jeweled necklace. Unable to open the chest, they take it and the statue with them and head out back the way they come. They also close first secret door so that no one else will find it.
They leave from the southern door in the large chamber and begin to try to open the wooden door at the end of the eastern passageway. They can’t get it unlocked, but manage to break it down with some axes. Unfortunately this draws the attention of five giant spiders. Before the spiders can surprise them, their chittering whispers gives them away (giant spiders can talk in the Red Frontier.) Hazzik throws some military oil at the giant eight legged freaks, setting the lead on fire, and causing the others to suffer from splash damage. Combat ensues, and the group kills three out of five spiders, sending the last two skittering away. The group then continues through the busted door.
Inside they find four chambers with lots of jail cells aligning their walls. They also find some cell keys on the wall. Loud moaning begins to echo throughout the four chambers and the party realizes that many of the cells contain zombies. Veronica the cleric manages to turn about of the zombies, but leaving 16 continue to groan at the party with their undying hunger. They are all quickly dispatched by the party members. Looking through the corpses they find twenty copper, one silver, and one gold. A mighty haul indeed. In the middle of the jail cell in the north western chamber, the group sees that the zombie there, when it was still alive as a human, was making a whole and tunnel to escape. The players look into the tunnel and realize it goes underneath the nearby stream. They decide to leave and come back to investigate later. The group encounters nothing on their way back, and get back home to Pottsfort safely. One last thing. Goblins are notorious children kidnappers. Either to eat them or use them as slaves. Most people hate them. So Laughing Fox must keep his two new minions disguised, let's say with brown cowl.
Players:
Rumbo Battlecok (10%) 350 XP
Dread Pirate Robert (10%) 350 XP
Bosca the Fighter (10%) 350 XP
Giorgio Fishmonger (0%) 318 XP
Stonewall (5%) 334 XP
Tony Rice (5%) 334 XP
Hazzik the Delver (10%) 350 XP
Laughing Fox (0%) 318 XP
Veronica (5%) 334 XP
Henchmen
Lester the Miner
Conway Strong (0%) 318 XP
Markus (5%) 334 Xp
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