|Dust off the 4th Edition paladin! The model is weapon appropriate too!|
Friday, June 9, 2017
D&D post game 6-3-17
Late on this write-up been lazy and playing through Mass Effect: Andromeda.
We left the party on a lift awaiting a trip down to find the lost forge of Durgeddin.
As the party regained their composure, the bard decided to stay behind and study the rooms further, or write a poem about their battles or to compose a song retelling their adventure. So yeah our bard had to work and would miss this game.
After 20+ minutes the lift came to a halt and the doors opened to a room three statues and the sound of distant hammering. Eventually, the group found a switch to open a hidden door. They traveled found themselves in a giant room full of pillars and a voice warning them to leave. Of course they didn’t heed the warning and were soon ambushed by rough grey skinned dwarves that could increase in size or turn invisible at will, Duergar. After dispatching them they began to search the area.
There were two sets of doors to the north and both were barred shut from this side. One set did have an orcish warning about some bringer of death eating the sunlight or some such nonsense. The paladin was stricken with a foreboding sense of evil…but that was scoffed at and the doors bashed open. As the doors apart a wave of fear washed over the monk and he would not enter the room. A small speech, and a spell, from the paladin changed his mind.
The party split to search rooms. Most were full of bodies of fallen orcs and dwarves. It looks this area was a last stand type scenario. Eventually the thief, mage and monk discovered a locked room. Upon opening it the found the remains of a mage’s laboratory. It had been ransacked and destroyed. Well except for a small glowing skull in the corner. The thief thinking it treasure approached only to see the skull was afire and rising to his eye level. It then unleashed a pair of fiery beams from its glowing eye sockets.
They continue to a room full of almost living darkness. The mage wastes no time and just launches a fireball into the room. Yup. He attacked the darkness. As the ball of flame explodes they see eight shadowy forms screaming and burning until they simply dissipate. A moment that was both awesome, infuriating, funny and very smart.
They continue searching ever hearing the distant hammering, but finding no forge. They do find an escape tunnel and a freshly killed duergar body. This tunnel leads to a ledge that drops almost 200’ down into the darkness. A small stream runs from under a nearby wall along and over this ledge. At the far end eight duergar are lined up and kneeling facing the party. Behind them, three of the dark skinned elves stand with weapons raised. They swiftly behead the dark dwarves and turn their attention to the party. Insults are thrown in orcish (which was all it took for to spin the barbarian into a rage) and elvish. As the party advanced their bodies were covered in a bright purple fire and then all became dark.
Back to the two doors to the south. Here they found a kitchen and pantry that was home to several poltergeists. After being attacked for several minutes from all manner of cutlery, pots, pans, dishes and a table: the party retreated from the room and closed the doors.
They opened the final door to find the forge. Within it were a few duergar busy working on weapons and oblivious to the events that had been occurring outside the room. The party attacked. The six duergar were quickly dispatched via steel, fireball and a signature grease spell. The party had found and cleared the lost forge of Durgeddin. They took stock of their wounds and treasure and were left deciding on what to do next. Follow the escaped drow? Head to the level they passed on the lift. Travel down into the actual dwarven mine? Travel back home?