Date
Rotsdag, Domečar 18th, 1483 AA. Year of the Forest.
Characters
Mimir Gorinson, Northur Wizard (Canute) [151]
Oigal Tetrahedrite, Northur Guardsdwarf (Cass) [152]
Durizat Grurror, Suthur Burglar (Void) [150]
Kroneman, Wildling Spearman (Krusher) [150]
Significant NPCs
Count Dhodroum Karazul
A really scary cave bear
Some Orcs
Some Cultists of the Hunter
An invisible force
A terrifying Jottyr/Troll
The session started out with a meeting with the Count of Korthtown. They mentioned establishing the Adventurer's Guild proper, to which Count Dhodroum Karazul said that it would be okay, but would cost each member 20d per week in expenses, half of which going to a group construction fund for their guildhall. They said that they would come back to this proposal once they had more money.
The group's cleric, Ivrul, also decided to take up the adventuring guild's official Cleric position. She offers to heal party members, for 10d/HP. She also can perform other minor magical tasks, but that costs more and has a chance of failure. A new adventurer also joined the party this week, named Kroneman. He is a wildling from the north, who carries a pike and strikes enemies from range.
They then departed to Thjor's Door, and quickly made their way up the stairs. They moved on into the dungeon, moving into the first room on the left after the stairway. Inside of the room was a bear, which attacked the party. They made quick work of the bear, but Mimir, who charged into the room, was terrified at first.
They then moved on to the Snake room, which they didn't enter yet, but Mimir tricked Durizat into opening. Durizat swiftly shut the door, and was terrified. They moved down to the south, checking the collapsed and skeleton room again, but they found nothing. In the room to the north in the area where the collapsed and skeleton rooms were, the group found five goblins, which they quickly dispatched.
They continued poking around, exploring the dungeon. They returned to the room where they had killed the bandits previously, and tried opening every door. Two of the doors did not budge, and one of those two even broke some of Durizat's lockpicks. The other six doors were opened fine, and the lockpicks were mended by Mimir using magic. Inside one of the rooms was an engraved bronze key, which had irregular divots all along the shaft. They took note of the key and clipped it onto their belts.
They then moved towards the east, to explore more of the floor. They entered a hallway that continued further east and snaked up. They went up the passage that went to the north, which had three stone doors. They opened the one on the left first, which had disfigured corpses in it. Mimir and Durizat walked into the room, but were quickly fatigued and assaulted by something they could not see. They decided to shut the door and come back later when they could see what was attacking them.
They then opened the west door, which had four robed men in it. The men quickly turned to strike the party. Mimir identified that they were not speaking any Mannish or Dwarvish language, and decided that they were speaking Elvish. The men had fancy black robes, which were worth some money. They attacked the cultists, but the battle did not go favorably for the party. One of the cultists, in the rear, was using some sort of magic. The first spell he used shot black arrows of energy from his hands, which homed in on Durizat. The second spell afflicted Mimir, and made him flee, and see images of the End Times. However, the cultist promptly blew himself up with his magic, when Kroneman struck him.
After the battle, they deduced that these men were Cultists of the Hunter, an evil figure in the Anubism religion who will bring about the end times. They decided to take the robes and quickly leave the room. There was also a bow that they looted. They then moved onto the final door, which had a small altar with a slightly more impressive bow on it. They picked it up and left.
They then backtracked, and went down the hallway to the east. At the end of it was a door, which Mimir opened. Through the door was a Troll, who Mimir knew was weak to Iron weapons and Fire attacks. The group, however, could not harm the Troll with their weapons! Before fleeing, Mimir tried casting a fire spell on it, but afterwards, the Troll went from looking malnourished to well fed! They quickly fled, with Mimir narrowly avoiding being dragged away by the troll. They then decided to disembark the dungeon for the day, due to dwindling resources.
GM's Notes
I was very satisfied with this session. We lost another player, who ghosted me. Boo. The group are skeptical of the Troll being actually weak to Iron and Fire and also proudly declared that the invisible force attacking them was a ghost. They managed to narrowly get enough loot to get a character point from it, and also got a point from exploration. They also got a point for roleplaying well. Mimir almost died using his magic once again, as his skills are not honed in yet.
Total Loot and Take
3pts to all players present.
Mimir spent 1pt to buy success.
77.00d to the three Dwarves and one Human present.
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