Dalnor/Campaign1/session-2

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A Little Time Below

Session Date: October 4, 2008

There are several versions of cave safety guidelines. Having adequate training and reliable equipment are the main points in each one. Safe use of equipment can be achieved only by sharing information, teaching and demonstrations. Chances of being injured are reduced by awareness of dangers and by knowledge of your equipment and techniques. - National Spelunking Society

Standard map of a Dwarf Settlement Defense Post. Variations are to be expected from settlement to settlement.

Harvest 2, 53
The party turns to freeing the remaining merchants and setting up a camp for the evening. As the camp is setup the party questions the freed merchants. Below is a consolidated report:

Alex had finds a letter on the dead leader and shares its contents with the group:

Everyone beds down for the night. A couple of guards keep watch. Night passes uneventfully.

Harvest 3, 53
In the morning the rescued merchants prepare to head back to town. The merchants pack up the remaining trade goods and wagons. The party mentions their interest in investigating the dwarven ruin and the merchants give responses along the lines of better you than me. The merchants start back to Mormoon with the remaining horses and wagons.

Party investigate the dwarven complex under the fort. The ruin is accessed by a ladder beneath some flagstones. The ladder leads down to an antechamber roughly 25x25 with low barricades that could provide defenders cover against aggressors descending the ladder. The antechamber has an exit on each wall leading out of the room.

The party descends into the antechamber and conducts a cursory inspection of the antechamber. The party decides to investigate the northern passage. After twenty feet the party finds a wall blocking further progress. The party determines that the wall was dropped into place to block the hallway. No mechanism for operating the "drop wall" is found on this side of the passage. It is speculated that the wall was meant as a defensive measure to seal off this outpost from the greater network of tunnels that might connect to other dwarven holds, though its unclear if this was due to forces coming from beyond the wall... or invaders from above.

While the others move on to explore the rest of the underground, Safiria remains, keeping her head pressed to the wall as if listening to something. She later returns to the others, and makes an enigmatic statement about being able to "hear" something call to her from beyond the wall. (In Session 3 she discloses the disquieting revelation that the voice she heard knew her name...)

During the investigation, find room with decapitated warforged. Room had barricades in it protecting against a room deeper into the dungeon.

Safiria returns to the party as Varien is tinkering with the warforged construct. Over the objections of Safiria, Varien activates it. The construct wakes up grumpy and mistakes the party for those who had previously decapitated him. The construct almost rips Varien limb from limb and then cows Elrohir and Alex into submission: "You will kiss the earth, or you will be the earth". The party placates the construct by telling it that they aren't his enemies from long ago. The construct identifies itself as "Unit 3016" or "Crash" but is vague in explaining who or what removed his head. Varien asks Crash about a warhammer that he was sent to retrieve. Crash indicates that it is most likely in the forge room and gives direction to get to the forge room. Crash joins the party to find the warhammer.

Party finds a pair of corrupted warforged guarding the forge. After a short fight, the party destroys the corrupted warforged. A dark smoke/mist like substance leaves the bodies of the fallen warforged. The mists drifted towards the corridor that was sealed off and eventually slip onto the other side. Safiria comments that she has an idea what the smoke is, but doesn't explain in detail.

The party searches the forge room for the hammer. During the search the party finds a hidden storage space in the floor under a work bench. When they open it, they find the warhammer and spring a trap. Large numbers of zombies start pouring out of the floor from two rooms in the complex. The shambling zombies are initially no match for Crash and the martial might of the party. The tides turns when a nasty wight starts taking chunks of flesh out of Elrohir and Safiria. Elrohir and Safiria beat a hasty retreat from the wight. In the ensuing chaos the party is forced to cut their way free or risk being taken down through sheer weight of numbers. The party scampers up the ladder ahead of Crash before the wight can claim someone for a snack. The undead hordes decline to pursue the party up the ladder.

After catching its breath and licking its wounds. The party reseals the underground fortifications with flagstones. The Party heads back to town and arrives at the town gates an hour after the merchants had straggled in.


Previously: Introductions

Continued in: Happiness For All
Campaign 1 Index

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