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Session 11

Page history last edited by Ethan 15 years, 6 months ago

Session Logs

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Concord, NH Thursday, April 18th,  2008 

Players present, Mike and Tim

 

Having acquired a Rope of Climbing and taking a brief break to heal you return to the sewers a few hours later. After checking for evidence of new tracks you make your way to the well/shaft room.  Using the rope you make your way up and find yourself in a chamber with various shelves of odds and ends of pottery, which is covered in a thick layer of dust. The floor, however, is conspicuously clean. There is one apparent exit, a flight of wooden stairs up ending in a closed trap-door. Egar ascends the stairs and listens at the door, hearing nothing. After dousing you lights, Egar pushes the heavy trap door open slightly and peaks into the darkened chamber above. He sees a light apparently coming from under a door in this room. After opening the trap-door all the way the party enters the room and finds it to be a largish store-room with shelves against the wall. The door with light seen below it is up two stone steps from the floor.

 

Queeg came up with a plan where you would make a loud noise and wait to see who comes looking. The party doused it’s lights again and slammed the trap-door closed with a resounding boom. Queeg positioned himself to the side of the door with his light mace in hand, ready to strike unconscious whoever entered. A cry of surprise is heard from beyond the door, and the sound of someone approaching in armor. The shadow of someone standing before the door appears and waits briefly before kicking the door in. An armored man quickly peers around the corner of the door frame is knocked out and to the ground by a critical hit from Queeg! As he falls down the two steps to land on the floor, another cry of surprise is heard from the space beyond. Peering around the corner of the door you can see that the space beyond is a huge arched hall with several doors, into which you see another armored man running.

 

The race is on as the party sprints at top speed down the long hall in pursuit. Gareth, unencumbered by wearing only his chain shirt, and Egar take the lead and burst through the doorway. Within are at least eight figures, three of them armed with longbows. Without missing a beat, Gareth yells, “surrender in the name of the Duke!” A well dressed man standing at a side-door to the room, rapier in hand, disdainfully tells his men to kill you.

 

The ensuing battle drags on as the party fights to overcome the superior numbers of enemy combatants. Gareth personally stands in the center fighting three different warriors at once. Queeg hacks his way through some assaulting rogues and moves deeper into the room. Egar sneaks about invisibly and brings a swift end to the magical assaults of a wizard, he also spoils the spells of a cleric of Hextor. The enemy leader targets both Egar and Queeg with a powerful wand of Magic Missiles, nearly slaying both. Rebecca moves about smashing those who she encounters while trying to the keep the party on it’s feet. All the enemies are slain, knocked unconscious, or surrender, with the exception of the leader. While Rebecca and Gareth secure the prisoners, Egar and Queeg pursue the leader as he flees through side rooms and up a flight of stairs, stopping only to blast Egar again with his wand.

 

Queeg and Egar emerge from the stair into a dark, dusty, windowless storage room and hear a blood curdling scream from nearby. Exiting the room they find themselves in a long hall ending in a huge kitchen. All the windows are heavily draped and the place is very dusty and appears to have been in disuse for a long time. A scream is heard from around the corner and as you both approach (Egar invisibly) you come across the sight of a figure bent over the prostrate body of the leader you had been following. As you approach the figure turn and you see the  horribly emaciated form of what was once a woman. As her gaze falls upon Queeg terror rises within him and he flees desparately back the way he had come with the fearsome creature behind him. Egar, not having caught sight of the foe waits for Queeg’s flight to draw the creature around the corner and bends to examine the fallen leader. A quick check determines that he is still alive, which Egar quickly remedies with a coup-de-grace. He then follows the fleeing Queeg.  Despite his invisibility the creature sense him in the hall and Egar just manages to slip past her and back down to the basement where he rejoins the others.

 

After a quick healing and planning session, the party decides the creature is not coming down into the basement. Egar also realizes that he forgot to loot the body of the fallen leader and is anxious to get his hands on the powerful wand of magic missiles that he carried. Stealing themselves for the danger ahead the party ascends the stairs and returns to the kitchen area in search of the body and the creature. All you find is a pool of blood and signs that the body was dragged away. Following the drag marks you pass out of the kitchen into a huge dining room with several exits and stair going up to an overlooking balcony. Focusing on the path, the party follows the drag marks down a hall and into a the main foyer. Here passages and stairs lead off, and a pair of large ornate double doors are where the drag marks lead to. Opening the door you find yourselves in a large chapel which is long and several stories tall. An alter rest at the far end upon which the body is obviously laying and the pews are tossed to both side in large piles.

 

The party enters slowly wary of a trap. Rebecca prepares to cast a protection spell when the creature burst from beneath the pile of pews and nearly slays Rebecca with her savage attack. Sir Gareth catches sight of the creatures frightful visage and flees while Egar and Queeg move to defend Rebecca. The creature slashes at them, but Queeg throws all his magical might into a single attack and slays the creature with a stroke. Rebecca and Gareth recover, Egar loots the body and the party exits to find the city guard.

 

With the guards help the bodies of those in the basement are recovered through the basement supply entrance (the leader remains in the chapel) and the prisoners are taken and questioned. The guard who surrendered confirms the identity of the leader as a local noble, Gharin Boarish, who was using the alias Ronas in a plan to take over the Western Trade guild from within. Mystereis remain though, as  one of the conspirators Arris Arbetais turns out to actually be a changling. Perhaps there is more to this story. At this time you also hear the story of Tommorast Manor, wherein you found the creature and conspirators. (That story will follow in another separate update.)

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