23 May 2020

Session 18: Heavens to Murgatroyd! Exit, stage left...

Our weary adventurers wake up and smell the stench of the rotten dungeon and sigh.  The depression of lingering in the darkness, not knowing if it is day or night is taking a toll mentally.  They debate the marching that was heard by the previous watch and determine they couldn't tell where it went.  They decide to go tell the orcs about the hobgoblins.  They try to be sneaky and make their way through the orcs trash heap room.  Robbie casts sleep on them and 4 of them pass out leaving one of them awake.  The Orc guard watches his comrades go to sleep all around him and scratches his head.  Then the others attack, trying to subdue him.  Their attempts are cut short by the orc screaming at the top of his lungs and finally ringing the gong behind him!  The rest get a few more hits in on the last orc but he is able to fend them off.  The cat tries to attack the orc and falls completely on his face chipping a fang.  He is now known as snaggle tooth.



The Druid apologizes for attacking his friends before in a misunderstanding.  He tells him about the Hobgoblin plans against the orcs.  The orc spits and curses at him.  Robbie casts a spell that causes a sticky web to appear in the hallway in front of the approaching orcs in the hall to the south.  After that the PCs make their escape.  They run to the stairs and go back to town.  The half orc can hear the orc that was spared saying, "It's Them! It's Them!" to his comrades.

The PCs make their way back to town to speak to the Cleric of the temple and he listens to their story about the Hobgoblins.  The cleric whispers something to some advisors and they take off.  Gregoire sneezes while incanting a detect evil spell.  The cleric looks over at Greg with a smirk, nothing seems to be evil that you can tell from your spell.  It seems as if the cleric knows what you are doing but does not make anything of it.  You make your way out and back to the tavern to meet everyone.  The cleric asks more questions about the cultists and was hoping to know more about why they were there.  He asks that you find anything out about the dungeon that you can.  What are the hobgoblins plans?  Are there any more dangers to the town?  Find this Kobold Korners and get more information if you can.

You run into Lyess, the old thief you used to run with.  He gives you guys a QP of the halflings weed and says he is available to talk about things he knows.  For a price... Maybe next time.

In town you turn in your wares and bank the gold.
1000 gp
6 rings x 10gp = 60
10pp = 100gp
2 vials of liquid not yet checked out
10 gp goes to man at arms
6 gp goes to torchy

Previous session 17
5 Hobnobbers: 75 XP
Chest Trap Bypass: 100 XP

Session 18:
5 Orcs sleep and spared (escape): 250 XP
Report Hobnobbers: 100 XP

Total XP for session: 1685 XP
421 XP each (Robbie, Greg, Bill, Pete)

Fighter L3 5648
Druid L3 5678
Magic User L3 6114
Cleric L3 4852
Assassin L2 3192 (Needs to level up to 2)

The above has been calculated into your character sheets in the Google Sheet I sent a few weeks ago.

The adventurers make their way back to the dungeon after a few days.  They feel refreshed mentally and are up to go fuck some shit up.  On their way they are debating what to do next.  They drop off enough wine for each of them in the secret closet in the gate house.  They finally get back to the dungeon and make their way north and head west.  The map they made seems to show more unexplored places and they think there maybe more hobgoblins or clues to what they are up to.  After reaching the first unexplored room they look inside.  Two faces on either side of the room and holes where there mouths would be.  The room looks like it was being worked on; reinforcing the cracked walls and stuff like that.  The crew makes their way through, on the way through Bill the bright pokes his pole into one of the holes.  The hole blasts him in the arm with a dart.  There must be some kobolds laughing their asses off somewhere.

They keep going and go south.  Bill convinces the rest that they should avoid that room with the dart.  They head south, Robbie and the cat are last.  Robbie hears a "click" and knows something is up.  He decides to immediately jump backwards (correct choice and rolls 2 D20s taking the best of the 2 rolls against his Dex for a success) He manages to avoid the floor trap and is now separated from his crew.  They toss over the boots of levitation, he floats over, the cat jumps over and they move on. 

They make a round about way back to the crypts.  They are looking for Malfreses Nul as well as some gold.  They find an unexplored hallway and do what they do best.  Murder-hobo some undead!  Kick in the door waving the holy symbol and smashing they plow through some zombies and skeletons.  They reach a room of ghouls and Orc boy and the cat are paralyzed.  The cleric busts out his holy symbol and fends them off.  They find a gold bracelet and an amulet.  At the end of the hall are 3 more doors and a stone statue of grotesque toad perched atop a heap of skulls. (It would look good in your living room one day.)

Session 18:

Monsters:
2 Ghouls: 50 XP
9 Zombies: 180 XP
11 Skeletons: 110 XP

Gold Bracelet: 150 XP
Amulet: 100 XP



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