GAME 1: "Damn baby...You got ugly real fast"
There is 9 inches of snow and the temp is very cold. After the night of drinking and
celebrating the death of a previous party member the team sets out for
cave. After a few hours we reach
the mouth of the cave.
Enter the cave
body of a previous dead creature
- As we
enter the room I hear shuffling n the alcoves and 8 mummies arrive
is affected by mummy effect and runs to the door
manages to repel the first half
- I fire
three arrows into a mummy and manage to piss it off
second attack manages to nearly destroy the mummy before malark turns the
other half of the room
mummy manages to strike me and drop my CON and CHA by 6 points
rot can only be broken from Break enchantment or Remove curse
that is done a remove disease
casts the minor restoration and removes 3 CON damage but we will have to
wait until tomorrow to fix the damage
restoration required 100 gp of diamond dust that we did not have
Moving through the cave Malark
tries to cast Bull Strength but it fails
At the next door we donŐt hear anything but no traps.
is filled with suits of armor and previously a helmed horror
helmed horror struck Kemee with a great sword and do crushing damage
sees the attack and knows it is not real
attacks and also realizes that it is not real
manage to launch three arrows and strike both but I donŐt know that the
image is an illusion
seeing Dolerine interact with the illusion I realize it is an illusion
and BeeStinger still believe that it is real
Room of Helmed Horrors. We get to a door and hear the sound of crashing boulder on
the otherside of the door. DonŐt
even need to make a listen check.
Dolerine finally manages to disbelieve the illusion but Mark
is still taking the damage until he finally realizes that the damage not real
Bee Stinger, while infisible, is still looting the pile of
armor and metal. He manages to
only find a heavy shield that he is still too week to carry around with
him. He can carry it but he canŐt
casts detect psionics and the shilld and a long sword on the wall glows
gives the shield to Malark because the shiled that Malark has before is
just a little weaker than the new Shield
treasure get a magic long sword unidentified
We make it to a landing and a chasm that is about 45 feet
accros. There are dozens of rocks
floating and movngin like molecules.
This is the place where the previous character died. Looking into the chasm we can see
lights in the bottom of the chasm.
Roughly 200 feet to the floor of the chasm.
movement across the line will cause the rocks to target any creature
means that any object or living creature will trigger the effect
We walk around a higher tunnel and reach a wall where foot
prints enter and exit.
is the only one that get through at first
we see his head stick back out or the rock we all realize it is an
illusion opens up to a downward stair well that takes a downward bend
stairs go down like a switchback stair case.
takes point and I follow at 60 feet
- At 175
feet down the sound of the rocks is softer and we can see light from the
At the bottom of the stairs, Beesting puts the sunrod into
his haversack and sees the green glow of everburning torches. At the bottom we find a large cavern.
- I am
roughly 60 feet away when the sunrod goes out
- I stop
at the bottom of the stairs and see a bat appear from the spot where
beestingŐs footprints stop
arrow from the dark kills the bat
Seth moves around the corner and is seen by the drow and the
drowmage casts darkness on a rock and prepairs to throw
casts fairy fire and highlights myself, seth, and beesting
manages to strike seth and deal damage
- I run
out to the spot where beesting was and hide behind the rocks
uses his staff and casts darkvision on himself and moves off into the
drowmage drops the rock in her pocket and the darkness disapates
drowmage casets a fireball that manages to engulf most of us
only take 14 oints of damage but I am very hurt
moves invisible close to the drowmage and deals some massive damage
- I take
the last three shots and take the drowmage down
drow screams something in Undercommon and rushs at beesting and slashes
for small damage
also is slashed and put to sleep
lizard attacks dolorine and deals some massive damage
gets to the lizard and gets ready for combat
- I take
a rapid shot at the drow that threatens beestinger
takes massive damage from two pack lizards but is still up. His warriror pride and fait in
tempus prevents him from moving
takes time to use he cure light wand and heal himself
tries to cast a psionic and fails on the attempt and misses
- I take
another three shots at the drow fighting the beesting and drop him
takes several hits and drops to the ground and is bleeding out
starts to summon a construct athat is buffed
Kemee down and strategically bleeding into the ground I get three shots
and take down the pack lizard
manages to tag kemee with a wand of cure light and stbalizes him.
ends whenthe final pack lizard dies
Dolorine repositions the bodies
of the Pack Lizards inappropriately before the rest of the party starts the
As the other party members loot the dead and search the
critters I take grayson go back to the right of the stair exit . I send grayson down the tunnel
for roughly. I also make it to the
first turn and listen for my bat to return
lizardŐs 1 and 2
hand crossbow bolt
light crossbow bolts
mitrhal chain shirts
of jars of herbs and plants
While the others search the bodies and try to wake up the
cleric I take a chance to look at the dark door at the end of the hall. The door is a double door in black with
two columns as support. There is a
small bell with a bell hammer. No
instructions and no posted markers.
The consensus is to wait for the cleric to regain from sleep
and then he will be able to heal the rest of the party. I take it upon my self to use my Wand
of cure light. Dolerine gives
several of his potions to the rest of the party.
and Kemee do the first watch
and I take the second watch
- I take
the rest of the watches as I only need to sleep for 2 hours
Beesting give to the party fund the following.
Malack wakes up from the drow sleep dart and manages to heal
the remaining party members.
General consensus is that we should go through the doors rather than
move left or right
The doors are a type of shiny rock. There is a womanŐs face split down the
middle of the door. The doors are
solid and I canŐt hear anything on the other side of the door
door on the right is a young womanŐs face
door on the left is an old womanŐs face
door is identified my Malark as the face of Shar
is being pressured to summon an Umber Hulk to bring down the door but he
said that it can only be summoned once a week and if the Umber Hulk dies
then the staff breaks. Not
sure what this means but note that this is an item that might be usefull
After we try to pry open the doors we search the walls and
notice a small arrow slit. Kemee
runs up and rings the bell while the rest of the part is talking. After a minute the door shutters and we
can hear locks opening behind the door.
The old woman side of the door pops open away from us.
Malark and Kemee are the first in the room and sees a 6
limbd insectoid creature with red eyes.
Each is holding a trident in their claws. As they come into focus they insectoids start to cast
something that affects Malark and Kemee.
A gas cloud decends on the group inside the door and they start to
suffer from a CON damage.
insect 1 attacks kemee and just deflects off his armor
2 strikes malark and does serious damage
- I can
only see one from my vantage point so I take three shots and strike true
and Kemee see a human in black armor with shield and sword starning in an
open door that start chanting.
Most likely a bard caster.
focused on the battle on the other side of the door I am rendered
1 only take s a small piece of kemee but does CON damage
- I take
out my wand of magic missles and the casting fails
fails his WILL save and is now cursed and suffers Đ4 to all attacks
fails the WILL and is now deaf
is hit again and looses CON bringing him to a damgerous 7
strikes and only manages to slightly damage
passes the FORT save but he still looses 2 CON points
uses the rod of silent spell and casts regroup to summon all the party
commands his construt to attack the two creaturs that are closer to us and
makes his caster level check.
The construct deals significant damage and killes insect 1
casts panacea on me an I regain my eyesignt
is a disturbane to my right and strike as best as I can. I strike the insect 2 with three
lightning arrow and miss twice.
It appears that the lightning damage did nothing to damage
construct is affected by some effect and is immobilized and can not
move. What ever the ocnstruct
is fighting inflicted serious damage
takes a running dash for the human and is ready for the next round
is able to see the invisible beesting and moves to attack
- I fail
my trip attemps and drop my whip
is slashed again but not out
construct managed to break the enchantment holding it and attacks the evil
tries to cast entangling tentacles but fails to entangle the cleric
my whip at my feet and encoumpassed in darkness yet again. The only guidance I have is
shooting at the area where the cleric used to be and missed all three
is the target from the insect2 and a crossbow bolt
is suffering from the darkness but we manage to drop the human with a few
- I hear
the last of the insect creatures drop and move backwards while picking up
is struck one last time and is a moment of weakness he falls to the ground
to preserve the last inches of his life
knock two arrows and hold my breath, waiting for something to come into
view at the arrow hole. Both
of my two arrow strike the wall and fail to go in.
canŐt shoot into the arrow slot but I can cover the door in the other
room. With bow in hand I
raced across the field of battle to cover the door in the other room
We all gather under the arrow slit and wait for the
cloudkill spell to disapate. The
entire time for cloud kill should be about 10 minutes. Gryason is above the slit and waiting
with up. We seriously overpower
the remaingn two clerics. We will
start the next adventure inside the room where the cloud kill was.