Sunday, July 6, 2014

Wight Out

The party spends a few days in Kelmarane, regrouping, selling off loot, and reequipping.  Old Zastoran (Krieger) is telling Alma and the party that trouble stirs deep below the ancient shrine.  The omens are becoming dire, and the heroes should be very careful.

Returning to the crypts, the party discovers that many of the doors have been smashed and obliterated.  It is as if a wrecking crew came through in a hurry, demolishing each door as they went.  Following the trail of smashed doors, whatever had made its way through went down into the third level.  The adventurers trace back the scene to head to the origin of the latest activity.  A room of four skeletons does not offer much resistance, but working their way past a shadow strikes at them.  Combat is swift and decisive, the shadow is no more.

The group finds a secure stone door and open it, discovering a wight.  But not a wight of hobgoblin origin.  This wight is much older, back to the days of when the crypts were being used actively, thousands of years ago.  The hearty group easily dispatches the wight, and they explorer onward.  Lars inquires if Luce would cast Detect Traps, but Luce responded "I'm not that kind of cleric."

All seems quiet, until the party opens the door to find the next room full of swarming spiders.  Lars has a brainy moment, and informs the party that weapons won't work.  Magic and area damage are the key.  Kushi and Luce are covered trying to combat the vermin, while Billy tosses alchemist fire and Lars fling spells.  Kushi breaks out a torch and tries to burn out the critters.  Luce and Kushi are bitten many times, but Kushi also falls under the influence of their poison.  Eventually the spider swarms are beaten down.

The next room Kushi hears the hissing of wights, Luce overhears the phrases "Magic Rat" and "But why did they call you Benson".  Using detect undead, the group figures out there are four undead in the next room and opt to scout around then camp before assaulting the room full of wights.

Backing around, there is a room with a weird statue and fountain, then the long hall leading to the room where the wight bomb was set off.  The party sees the door they left open, still in that state, and they decide to go back an camp without going any further.

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Session Characters:  Lars, Luce, Kushi, Billy
Session XP: 1035 XP each
Session Loot:  28 GP, Scroll of Detect Magic (12.5 GP), Wand of Cure Light Wounds (750 GP), 29 GP, 42 SP, 150 CP, Scroll of Magic Weapon (25 GP), Wand of Know Direction (375 GP).


 


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