SESSION 8 – The Obelisk of Forgotten Memories aka A Tactical Lesson
Where we continue Gus' ASE module The Obelisk of Forgotten Memories. Make sure you download it.CAST
Nick: Cybella - Magic
User 1; Jon-O-Tan - Troubleshooter2 (yup, a level 2 henchman!)
Syam: Brychan -
Fighter 1.
Telfer: Maredud - Thief 1.
Michael: Pelegost - Cleric 1
(Calina of the Twelve Annihilations)
Theresa: Fokus –
Cleric 1 (Frig - Gluttony and Rutting)
ASSUMPTIONS AND HOUSERULES
We agreed to use the Dungeon of Signs counterspell
rules. Roll D20 plus level and INT bonus
against AC10 less caster’s level and INT bonus.
WHAT HAPPENED
We
left last session on a cliff-hanger. The
PCs had arrived at the Obelisk, and investigating sounds from the woods of
someone apparently muttering to themself Maredud came face to face with a
rather scary undead ‘ghoul’.
The
horror before him, clad in green cloak and copper scale armour, has blackened
fingers gnawed or rotted to the bone, and blackened flesh around it’s mouth
which has partially receded, and partially been bitten away. It hisses “what do we have here then”. END SESSION.
SESSION 8 Tactical Lessons
Maredud
shouts a warning and positions himself between the creature and Jon-O-Tan, receiving
the attack as Jon-O-Tan moves to assist.
A frenzied assault and two failed saves verse paralysation see them both
go down, a creeping stiffness spreading through their bodies. The creature attempts to carry Jon-O off, but
is thwarted by the others arriving.
It
tries to get away, but the PCs give chase, Pelgost unleashes his recently acquired the
war dogs. The dogs catch the creature
which turns to defend itself and drops both dogs with it’s paralyzing claws. Brychan catches up and attacks, and
receives a vicious swipe across the jaw in reply but he makes his save.
Pelegost
invokes Calina to drive off the foul thing but the creature feels it’s master
is the stronger; it turns to run regardless as it doesn't know how many more
there are. Reassessing the four paralyzed figures before him Brychan wisely lets it go. The party arrives and Pelegost uses cure
light wounds on Jon-O-Tan, annihilating the fugue, and Fokus casts the same on
Maredud, a lusty vigour overcoming the paralysis.
The
PCs retreat to the three statues just outside the obelisk grounds and set
camp. Firewood is gathered from the
treeline but they aren't keen to venture further into the woods. The PCs all consume a PPP (protein power
pill) to each regain 1hp. Sadly the
random encounter rolls do not go the DM’s way and the night passes uneventfully
except for some noises of movement and muffled shouting coming from within the
grounds during the morning watch.
In
the morning the PCs decide that instead of investigating the rest of the grounds
that they will head in the direction in which the ghoul fled the night before,
and soon come across a strange cottage in the woods. It is made of a ceramic type material with a
thatched roof, slit windows and two doors.
The
PCs approach unseen in a skirmish line (they’re learning) with Maredud leading
the way, and sneaking up to the cottage he peeks through the slit windows. In a workshop is one ghoul, ranting and
tearing up books while attended by two others, and in a living room, two more ghouls
crouch among broken furniture. He also
spies a trap in the living room with a swinging log set to smash anyone coming
through the door. He identifies one of
the ghouls in the living room as the one from the previous day’s encounter.
The
party discusses what to do, and the DM gives the ghouls a one in six chance to
notice as the PCs haven’t moved away before having their chat. Options discussed include setting fire to the
roof. The ghouls roll a one, and when
they are noticed one ghoul goes to warn the others, and one tries to get out
the door which Brychan quickly holds closed.
Fokus also holds the door, and thinking fast Maredud runs around to the
other door and starts spiking it shut (nice encounter changing move).
Pelegost
starts spiking the door that the PCs are leaning on shut. The ghouls come out of the other room. Two try to force the door open, two leave the
room headed around back, and the leader runs up to the window and assessing the
situation casts sleep, rolling enough HD to take out the whole party. Cybella recognises the spell and not having
acted attempts to counterspell rolling a 19 to successfully counter the sleep
spell. The Lead ghoul then unleashes a
magic missile at Cybella and a very tense moment is had until the DM rolls a 1
resulting in (a disappointing) 2 points of damage.
Realising
they might be up s#$t creek facing five angry ghouls, Pelegost wisely jacks up
the syringe with the skull emblem (a potion of undead control rolled as random
treasure in a previous adventure!) and sets about negotiating with the now
willing to chat (less murderous) three ghouls in the living room, the leader of
whom claims to speak for Bezonaught, one of the Orbital Gods performing service at the Obelisk. A
deal is struck in which if the PCs deal with the Cult of Furter and bring the
ghouls their corpses, then the ghouls will not eat the PCs. The leader calls the other (unaffected by the
undead control) two through and explains this to them, but they do not look
happy and keep licking their lips regardless of the deal.
The
PCs leave, passing by a a large reflecting pool. The PCs examine it at length, sorrounded by mist,noting that it is four feet deep and the walls are inscribed with names, 'LT. Ripley' in particular giving the players a giggle.
Moving further up the main path they head towards an large object they can make out through the mist, which is the shrine. Inscriptions an reliefs around the door show the exploits of a fierce fanged warrior.
Upon entering they encounter Vicar Malokai, accompanied by two cultists, and two 'animated dead'. He is talking to Furter in the God’s Eye. Malokai is very much in line with proper fashion for gentlemen sporting a frock coat over scale mail and a top hat perched upon his big hair. Malokai is initially suspicious that the PCs are grave robbers, and rants about the degeneracy of Bezonaught and Bonechewer’s followers and how that is no way to honour the dead with such foul creatures. Malokai agrees that he will speak to his boss about accepting the assistance the PCs offer. The PCs like the idea and feel much better about allying with these guys than with the ghouls.
Moving further up the main path they head towards an large object they can make out through the mist, which is the shrine. Inscriptions an reliefs around the door show the exploits of a fierce fanged warrior.
Upon entering they encounter Vicar Malokai, accompanied by two cultists, and two 'animated dead'. He is talking to Furter in the God’s Eye. Malokai is very much in line with proper fashion for gentlemen sporting a frock coat over scale mail and a top hat perched upon his big hair. Malokai is initially suspicious that the PCs are grave robbers, and rants about the degeneracy of Bezonaught and Bonechewer’s followers and how that is no way to honour the dead with such foul creatures. Malokai agrees that he will speak to his boss about accepting the assistance the PCs offer. The PCs like the idea and feel much better about allying with these guys than with the ghouls.
Malokai
instructs the PCs to stay put and heads to the Mausoleum to talk to his boss,
at which time Pelegost attempts to activate the God’s Eye, and succeeds in achieving
contact, but with Furter. Seizing the
opportunity Furter instructs Pelegost that he is to go to the Mausoleum and
offer his assistance to Patriarch Chax.
The PCs go to the Mausoleum and are met with eight zombies and eight skeletons
guarding the entrance. An acolyte lets
them into the main entrance and they wait.
Patriarch Chax* arrives a short time later along with Vicar Malokai and others. “Welcome to the team” says Chax distractedly, along with “Tally ho”
and “Have at ‘em”. A deal is struck
whereby a small contingent of undead will be made available to the PCs and the
groups will work together to destroy the fleas and destroy or drive out the
ghouls.
*Chax reminds us of the
buffoonish Prince in Blackadder 3, except I am playing him as more distracted
rather than stupid: he has a sharp mind when it is focused on
something. It would appear that the characters
will mostly deal with Malokai, who despite the foppish Denethix fashion comes
across as competent and passionate as befits his rank.
LOSSES: None, but oh so very nearly the whole party,
twice!
GAINS: Treasure –none. XP – Dunno yet, Allies - Both factions met so
far (you know this is going to end badly).
THE (DIS)HONOUR ROLL
Here we list those brave adventurers who have been tested and found wanting (more hit points).
Here we list those brave adventurers who have been tested and found wanting (more hit points).
NAME
CLASS/LEVEL PLAYER
SESSION
HOW
Dode Enemy-Breaker D1
Nick
2 Fell into a pit trap.
Fighter guy F1 `
Telfer
3 Throat torn out by Pretender.
Mike’s Wizard MU1 Mike 4 Shot through the back by ‘High Programmer’
with a high intensity
laser while carrying 8 flasks of oil in backpack.
Syam’s Elf E1 Syam 4 Face burned off by energy bolt from
nano-poo-monster in water
recycling plant.
This (Dis)honour Roll has been static for a while. Just wait for the next couple of sessions, aye, there will be some tears ;-)
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