First session in a long time. The weather was nice, and we got a late start due to little league practice.
Batista, human thief, approximately 320 points
, Dwarf cleric, approximately 320 points
William Von Cromberg, human knight, approximately 320 points
Acroa, Human scout, 300 points
Brother Murdoc, Human Cleric, unknown point total. Hired by William Von Cromberg to provide some healing power as Aquinas has no healing spells.
Daniel Red Apple, Halfling, unknown template, unknown points, glommed onto the party while they were in town.
The list looks a bit different, Ori's player moved to a different state. Drav's player switched out to play a scout, replacing Ori and eliminating the overlap between the two wizards. AElfvine's player was away on a business trip.
Other than making sure the still had use of the Inn's wagon, the party did little in town.
The Group, their hirelings and the wagon drivers all set out in the early morning hours to Castle Falconlflight. The journey was uneventful and the band stopped just short of the clearing around the Castle. While the rest of the group found a place to stash the wagon, Acroa scouted around the ruins of the town and the back of the Castle.
Making a bee line for the second level of the dungeon the group headed down the ladder hidden in the jail cell in the basement of the Castle. Making their way to the closest stair way down they entered what was once a priests robing room. The stairs were behind a closed door. Acroa took the lead and headed down the stairs. About halfway down he started to suffer from nausea and feeling weak. A foul stench began to waft up from the room below. Unable to see into the room, the party started rummaging through their packs looking for a disposable light source. Daniel, the halfling follower, reached into an interior pocket of a ridiculous overcoat and pulled out a glow vial, which he chucked down the stairs before anyone could stop him. The light revealed a dense mist of poison gases about waist deep populated by six giant bombardier beetles. William, armed with his sword and a continual light stone charged down the stairs, holding his breath as best he could. The light was more effective than the sword, causing the beetles to flee out of the room into their warrens.
The room was an art gallery, or rather it had been an art gallery. Several ornate frames hung on the wall, but the canvases had been crudely cut from the frames and were missing.
At this point mapping was all but abandoned and the players rushed from room to room. First they discovered a small room, all four walls covered with plain red tapestry. a bit of searching revealed a door on the far side of the room. The party spent some time trying to figure out the purpose of the curtains, but did not discern any thing out of the ordinary.
The next room was filled with low tables and cushions. The tables and most of the floor were covered in small (1 inch) loose tiles, each with different symbols on them. The party surmised that the tiles were used in a game similar to Mahjong.
Continuing on they found a closed door that felt warm to the touch. The hallway smelled especially musty. after checking the door for traps, and finding none, they opened it to reveal a room filled with steam. Inthe center was a small fire over which was a pan filled with rocks. Next to the fire was a bucket filled with water. Entering the sauna, they were attacked by a steam elemental. William engaged the elemental with sword and shield, to little effect. Due to the vaporous nature of the beast every attack against it only did 2 points of damage. The group hung in there, taking only minor wounds and eventually sent the creature packing back to its home realm. Searching the room reveal a silver bracelet inlaid with mother of pearl. The inlay depicted a sun being eclipsed by the moon.
Continuing with the pell mell run through the level they found themselves in a very long corridor with many twists and turns that eventually turned into another section of rooms.
Here, somewhat frustrated by the way in which the group was proceeding, William stood in the hallway and started banging on his shield and yelling at the top of his lungs. This had the desired effect, drawing out the closest dungeon dwelling monster, a giant Crab. The crab lunged at William with a pincer but he was able to deflect the blow off of his shield. William wound up for the return strike, taking an unusual called shot to the head. Rolling a three, William struck a critical blow. Rolling on the table he came up with the "treat it as a major wound result." turns out he didn't need it. The damage roll (3d+7) came up an 18+7 for 25 points. Maximum damage, killing the beast outright.
After this there was bit more exploring, including finding another art gallery, this one still intact, however the frames were trapped with a lightning spell that did a number on Batistia. After gathering up the artwork, the party headed for home.
William is coming into his own as the groups tank. In all my years of gaming I have never seen max damage rolled on a critical hit. It was pretty awesome.
Batista's player suffers some sort of curse. IF there is any form of electricity in an adventure, his character will be the one to find it. IT happens over and over. As the GM this amuses me to no end. I have never rigged it for him to be the one getting shocked, it just happens.....all the time.
Hiring Brother Murdock the healer was a help, they would have had to head home sooner had they not had him along. Daniel the halfling didn't really have any impact on the session, but I think as time goes on, he will.