Sunday, June 25, 2017

OAWYM: A Climactic Battle

Game Date: 6/24/2017
Location: The Game Keep
Campaign: OAWYM, Session 32
Module: Scourge of the Slave Lords
System: D&D 5e
DM: Rusty

The Party:
Byzun (Gary) - Human Sorcerer
Halfbeard (Cliff) - Dwarf Fighter
Karzen (Daniel) - Eladrin Artificer
Ulmack (Gary) - Halfling Monk
Val Ravensword (Matt) - Half-Orc Paladin
Velris (Graham) - Half-Elf Warlock
Xevrick (Graham) - Elf Mystic

The Session:
Last week we escaped our captors, but we weren't out of the woods yet.  Separated from our equipment, we made our way through a burning town of escaping slaves.  We equipped ourselves with the armor and weapons of some slaver guards.  There was one way out - a vessel manned by several high-ranking slavers.

Xevrick was absent last session, and it turns out that he'd been sold to a drow, to be her pet.  The drow and Xevrick were on the ship, along with a monk, a thief, a cleric, a mage, a half-orc assassin, and a few more enemies.  There were more foes on the docks, including an armored ogre.  We came up with a few possible plans.

We decided to take out the magic users first.  We used some invisibility scrolls we'd found last session to sneak on board.  Val and Karzen headed for the cleric, while Byzun and Halfbeard headed for the mage.  Most of us made some pretty good stealth checks, but Byzun tripped and turned a few heads.  We rolled initiative, and most of our party rolled badly.

The drow went first, casting Faerie Fire in the area around Byzun.  The cleric then cast a Zone of Silence in the same area.  Xevrick went next, hitting his drow boss with a psychic blast and causing her to lose concentration the Faerie Fire.  The mage turned himself invisible before Halfbeard and Byzun could reach them.

The cleric used a powerful Earth Dragon channel divinity power, which took out all of Karzen's hit points.  The drow used a levitation power on Xevrick, but it ended up doing more good than harm.  Xevrick fired off a spell downwards at the drow, the monk, and the assassin.  It killed the monk and the drow, ending the levitation.

The mage cast a spell on Val, causing her to see a large bat-like monster.  The ogre made his way onto the ship, and beat Xevrick down to zero.  The cleric teleported away, using a Word of Recall spell.  After all this time Halfbeard was still invisible, and closed in on the mage.  Halfbeard rolled well, used his action surge, and took out the mage in one turn.

We noticed that the dockside guards were busy fighting off more slaves, and things were starting to look up.  Then Byzun went down.  Val healed Karzen, and Halfbeard finished off the ogre.  Val killed the half-orc assassin, and started looking for more allies to heal.  Unfortunately, both Xevrick and Byzun had failed three death saves before she could reach them.  Halfbeard killed the final enemy, ending the battle.

About fifteen slaves (including Dame Gold) joined us on the ship, and we sailed away.  Our lost possessions were in the cargo hold, so we reequipped ourselves, leveled up, and took a much needed long rest.  Xevrick's and Byzun's players rolled up new characters, who were among the slaves we rescued.  Ulmac the halfling monk and Velris the half-elf warlock officially joined the party.

The geography of this island is weird and I'm not sure I really understand it.  Apparently the island is inside a giant volcano.  We sailed our ship to the outer edge of the volcano, left the ship, and headed for the tunnels that hopefully exit the volcano.  There were about eighty guards in the tunnels, so we discussed other possible plans for a while.  We could possibly use a Plane Shift spell, or fly people out the top of the volcano one at a time.

But we figured it was our mission to destroy the slavers, so we might as well go with the plan that kills the most of them.  We decided to confront the guard tunnel head on.  We faced a gigantic door surrounded by arrow slits.  Velris invisibly approached the gates and peeked through the arrow slits.  He saw two worried guards discussing recent events.  He killed them through the arrow slits using Warlock spells, then used a Passwall spell to open a hole in the wall.

We charged the gate, going through the opening and killing everyone within.  There were about fifteen enemies, but half of them were lined up in a row, making them a perfect target for a Lightning spell.  These enemies were very outclassed and we had no trouble finishing the rest off.  We ended the session right after the battle, but we could hear reinforcements approaching from down the hall.  We'll have to deal with that next week.



Saturday, June 10, 2017

OAWYM: The Great Escape

Game Date: 6/10/2017
Location: The Game Keep
Campaign: OAWYM, Session 31
Module: Scourge of the Slave Lords
System: D&D 5e
DM: Rusty

The Party:
Byzun (Gary) - Human Sorcerer
Halfbeard (Cliff) - Dwarf Fighter
Karzen (Daniel) - Eladrin Artificer
Val Ravensword (Matt) - Half-Orc Paladin

The Session:
The entire party has been captured, tortured to death, raised, and tortured some more.  We spent days, maybe weeks, in separate cells, knowing nothing but pain. Time lost all meaning while the slavers broke us over and over.  Finally we heard one of the commanders say, "The Earth Dragon has awoken."  We blacked out and woke up in a cave, together again for the first time in a while.

There were hallways in all four directions.  Every once in a while the floor would rumble.  We were each at one hit point, clad in nothing but loincloths.  We had no spells prepared, as we would have used them up while resisting torture, and our captors never let us sleep more than three hours at a time.  We're all under the effects of an "Ordeal" from having been tortured and raised, so we have -4 to most of our d20 rolls until we get a few long rests in.

We found a scroll tube on the ground.  Inside there was a note telling us to seek out the Water Dragon.  There were also a few spell scrolls inside.  We took a short rest to spend a few hit dice, and looked for something to use as weapons.  Halfbeard found a few rocks, and took off his loincloth to use as a sling.  And that image is now burned into my mind forever.

You're welcome.

The four tunnels were pretty much identical, but we saw a bit of light in one direction, so we headed that way.  While walking down the tunnel, we were attacked by a sandling - basically a sand elemental.  We tried to run past it, but encountered a will-o-the-wisp.  Both creatures would have been easy under normal circumstances, but without armor or weapons not so much.

We ran back in the direction of the first chamber, while the sandling and wisp fought each other.  The enemies did not follow us.  Then we picked a different tunnel.  We found a pool of crystal clear water.  It did not detect as magical, and we each drank some.  It was the best thing we'd had in days.  Halfbeard dove in and caught some fish and clams, and we ate well for the first time since being captured.

It looked like there was a larger underwater cavern behind the pool, so Val dove in and got attacked by a giant crayfish.  The party helped her out, with Byzun delivering the killing blow.  We found that crayfish is good eatin'.  We also found some sharp seashells that could be used like daggers.

Next we came to a room full of large mushrooms and fire beetles.  We tried running past them to the next hall, but a fight was inevitable.  We made short work of them and moved on.  We managed to use material from the giant mushrooms and beetles to make clubs and shields.

In the next hallway, we fought a roper.  Luckily it was much smaller and easier than the ones we encountered a few sessions ago.  After Halfbeard killed it, he found some valuable gems in its gullet, one worth about 5,000 gp.  Now that Halfbeard had a club, he no longer needed a sling, so he... (Val: "Please put the loincloth back on, please put the loincloth back on, please put the loincloth back on") ...fashioned his loincloth into a bag to hold the gems.  ("Dammit.")  Then he tied the bag into his beard so he could keep his hands free.

After a few more tunnels, we saw a way out.  There was a large cavern full of bats, with an exit at the opposite end.  Unfortunately, there was a 20-foot wide pit between us and the cavern.  Byzun cast light on a rock and dropped it to check the depth, and found it was hundreds of feet deep.  We used one of the scrolls we'd found earlier to cast Spider Climb on Val, and had her climb around the pit.  Then we used some rope made of roper tentacles to help the rest of the party across.

...at least, we tried to.  As Karzen made his way across the rope, he failed his athletics check, badly.  He fell, but was quickly caught by a sticky line from another direction.  He was snagged by a cave fisher, basically a web-spitting scorpion.  The fisher pulled Karzen into an alcove up above us, and attacked him.  Byzun threw a few cantrips at it and Val tried throwing a rock.  Halfbeard used a goading attack on the fisher, causing it to climb down and target him instead.  The dwarf then quickly finished off the cave fisher and knocked its body into the pit.

Once we all made it across the ravine, we looked for more cave fisher alcoves.  There was one on our our side of the pit.  Val was still under the effects of Spider Climb, and Karzun convinced her to climb up and check it out.  She peeked into the lair, and got hit in the face with a fisher attack, taking her down to four hit points.  She climbed back down, healed herself a little, and we went out the exit.

We came out in the forest.  We knew about where we were, having crossed this island last session.  From here we could get to the compound, the shantytown, the keep, the docks, etc.  However, there was a lot going on.  Apparently the volcano had recently erupted.  We could see a lot of fire and smoke in one distance, an injured drake in another, and a fog of yellow vapor over the compound.

We walked around the vapor and into the shantytown, where the slaves were overthrowing their slavers.  The slaves told us that the keep was destroyed and the slave lords were trying to leave.  They pointed out where we could find Dame Gold, and helped us equip ourselves with armor and swords from some guards they'd killed.

Now dressed in guard armor, we went around a corner and were almost attacked by another group of slaves.  One of them recognized Val; it was someone she'd danced with at Dame Gold's party more than fifteen sessions ago.  The slaves gave us more information, as well as a few spell scrolls which we used to heal up the party a little.

At the docks in the distance, we saw one ship carved like a dragon, which we are hoping is the "Water Dragon" we were told to seek earlier.  We ended the session there.  We're considering heading back to the keep to get our lost items, and/or pursuing the surviving slave lords.  Either way, there's a good chance we'll finish up this module next session.

Reminder: Next week is Free RPG day, so our normal campaign will resume on 6/24.

Saturday, June 3, 2017

OAWYM: Prison Bound

Game Date: 6/3/2017
Location: The Game Keep
Campaign: OAWYM, Session 30
Module: Scourge of the Slave Lords
System: D&D 5e
DM: Rusty

The Party:
Byzun (Gary) - Human Sorcerer
Halfbeard (Gary, subbing for Cliff) - Dwarf Fighter
Karzen (Daniel) - Eladrin Artificer
Val Ravensword (Matt) - Half-Orc Paladin
Xevrick (Graham) - Elf Mystic

The Session:
Last week we were rescued by some Leprechauns.  Among their number was an Eladrin Artificer named Karzen, who joined our party.  He has a large mechanical panther as a companion. 

We went through a few more hallways.  Val set off a spike trap while opening a door, taking a few points of damage.  A few halls later we reached a very large room with columns supporting a high ceiling.  In the center of the room was an Ankylosaurus.  On the far side of the room was a throne, upon which sat a large undead gnoll. The throne was flanked by six gnolls and six ghouls.  Shortly after the battle started, five more gnolls appeared from behind some columns.

It looked like it was going to be a hard fight, but nothing was what it appeared to be.  Karzen shot the dinosaur, which broke an illusion, revealing it to be a rust monster.  Xevrick then killed the rust monster before it had a chance to harm anyone's equipment.  Karzen later hit the undead gnoll, which turned out to be just some robed guy.  The rest of the gnolls and ghouls also turned out to be easier than they looked.

Twice the boss tried to hit us with spells, only for Byzun to stop them with a counterspell.  Halfbeard dealt the killing blow to the boss, and we spent a couple of more rounds mopping up the remaining foes.  We searched the room, and found a secret door.  We took a long rest to level up, and went through the door. 

It led outside.  We found ourselves high up on the mountain, on a path that wound around and downward. We looked up and saw a watchtower on the mountain's peak.  We used a combination of flying and climbing to reach the watchtower, then we climbed/flew some more to get to the top.  As we peeked over the top of the tower, we saw two guards.  Xevrick hit both of them with psionic blast, doing 36 damage.  Turns out they only had 4 hit points.  Oh well, there's no kill like an overkill.

We waited until morning so we could see better, then climbed back down.  The path eventually led to a guarded door.  On the right side of the path was a cliff wall, and the left side was a long drop (anyone remember the computer game Test Drive?)  We spent a long time deciding whether to walk to the door, climb down and back up, or climb up and back down.  Finally we just took the direct route.

Test Drive
Most of our party wore Iron Circle robes, while Halfbeard and Val pretended to be prisoners.  A guard stopped us halfway to the door, and Xevrick used a Jedi mind trick to convince him it was a prisoner transfer.  The doorway led us back underground.  After a bit of traveling, we came up through a hole, and found ourselves on an island.

The island had two major buildings - a well-guarded compound and a castle.  There was also a shantytown, some docks, and a volcanic crater.  We took the road to the compound first, but it looked too difficult to attempt.  We kept walking until we reached the castle.  Once again, we were stopped by guards.  Our act wasn't quite as convincing this time, but it got us in.

They took Val and Halfbeard to the dungeons, where they tortured them to death and resurrected them for more torture.  Meanwhile, they interviewed Xevrick, Byzun, and Karzen, using a Zone of Truth spell.  The spell meant our party had to word their answers very carefully.  It helped that Xevrick and Karzen joined the party after we became wanted, but Byzun had to be especially careful with his responses.

Our party presented themselves as bounty hunters, who were turning Val and Halfbeard in for a reward.  The Iron Circle interviewers offered them a position in their organization, and gave them exquisite rooms to stay for the night.  Later that night, Byzun, Xevrick, and Karzen tried to sneak downstairs to find the dungeons.  They found guards waiting outside their rooms, who were instructed to keep them from wandering.

Xevrick distracted one guard while Byzun and Karzen tried to sneak down the hall.  They were stopped almost immediately, and the fighting started.  At first it was just four guards, but more kept coming.  They took out a few guards and made their way down to the next floor, but higher level reinforcements kept them from getting much further.

After a long battle, Byzun and Karzen went down, and Xevrick surrendered.  We ended the session there, with everyone captured.  Reminder: Halfbeard and Val are currently under the effects of a Resurrection Ordeal: -4 to Attack rolls, Saves, and Ability Checks.  This penalty will be reduced by 1 after each long rest.