Saturday, August 2, 2014

Bang a gong and set fire to the rain.

A dark elf walks into a bar.  Well, not a bar really.  More like the room where the party was camping, which can smell like a bar at times.  Anyway, back to the elf.  So this elf comes with a note from Uncle Tolo to hurry up.  The captured bard was lead back for medical treatment.

The party moves on, and hears talking behind a door.  They kick open the door and move in to find a room full of urns, vases, and statues.  There are also five hobgoblins and two humans.  The humans are in explorer gear, and are well equipped.  Billy makes eye contact with the human with the two pistols.  Time slows down, a drop of sweat crawls down through the air.  Fingers flex, eyes squint, and Billy moves first and whips his musket around to fire right into the other Gunslinger's chest.  Time speeds up and combat continues.  The hobgoblins do not fare very well as Luce, Kushii, and Itarildë wade through them like they are meat puppets.  The gunslinger dies, but they manage to capture the bard alive.  [Insert tortuous interrogation here.]  The party recovers the urn that matches Uncle Tolo's description, and a few others.

In another room, the pompous Janni is back with flind troops.  They do not do any better than last time, and the Janni is killed before he could get away.  Lars looks at the map and wonders, where the bottom of the sewer drain could be.  Only a ratfolk would be preoccupied by such thinking.

Back near the entrance, the party buffs up before entering the one remaining room on the level, using a map provided by the bard.  Opening the doors, the oder of burnt poop does indeed dwell here.  Along with a very stinky gibbering mouther.  The ghoulish torture equipment in this room only hints at the depraved horrors that must have taken place here.  The twisted aberration is a difficult opponent, but everyone wants out.  After killing the beast, only Billy and Lars seem enthusiastic about searching the room for loot.

Returning to Kelmarane, Alma hears the tales of the party's adventures and now considers them ready for the final task.  Alma has the interlock key to open the vaults below the church.  Many years ago, the Pactmasters forces imprisioned an evil creature that they could not defeat.  The party must go eliminate that evil, so Kelmarane can be free.

Down into the depths they go.  And after someone rings the gong, three angelic fire elementals appear and attach the party.  With swift and sure action, the party brings them low, and are ready to explore more.

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Session Characters:  Kushii, Lars, Luce, Billy, Itarildë Lúinwë
Session XP:  2160 XP each
Session Loot:  Benefical Bandolier, Alchemical cartridges (paper), Daggers, Gunslinger's Kit, Handy Haversack, Heavy Mace, Medium masterwork studded leather, 196 GP, 2 Medium Pistols, Medium Rapier, Arrows, Bard's kit, Cold Iron Mastwork Longsword, Handy Haversack, Medium masterwork buckler, Medium masterwork composite shortbow (+1), Medium masterwork rapier, Medium masterwork studded leather, 28 GP, 157 GP, 340 SP, 2300 CP, Agate (10 GP), Aquamarine (450 GP), Black Pearl (450 GP), Chrysoprase (45 GP), Citrine (40 GP), Deep Blue Spinel (90 GP), Malachite (10 GP), Moonstone (45 GP), Onyx (55 GP), Rock Quartz (9 GP), Smoky Quartz (45 GP), Tourmaline (90 GP), Turquoise (8 GP), Small Masterwork Light Steel Shield (159 GP), 93 GP, 360 SP, 2200 CP, Polished darkwood chalice (50 GP), set-six ivory dice (30 GP), Silver candelabra with holy symbol (75 GP), Scroll of Protection from Evil (25 GP), Scroll of Shield of Faith (25 GP), Scroll of Summon Nature's Ally I (25 GP), Wand of Shocking Grasp (750 GP), 32 PP, 302 GP, 270 SP, Masterwork longspear (305 GP), Potion of Cure Moderate Wounds (300 GP), Potion of Remove Fear (50 GP), Scroll of Inflict Moderate Wounds (150 GP)


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