Saturday, March 20, 2010

Beyond Sanctuary: Scene 6

For an introduction to this Mythic Game Master Emulator Sandbox adventure, see this post
Setting details and links to characters are posted here.
Previous scene: Scene 5

SCENE 6
In which the party battles the undead and Dori's curiosity gets the best of her.

CHARACTERS
1. Valdora's pony
2. Karly (Arien's horse)
3. Lanumas (Kandara's familiar)
4. Comet (Tenistan's horse)
5. Dori Cabbagestalk
6. The dervishes
7. Hobgoblins
8. Goblins
9. Kobolds

10. Skeletons

THREADS
1. Find the mythical Elven Homelands
2. Solve the mystery of the lost dervishes
*. (exploring the ruins is too open-ended to be a thread)

CHAOS RANK: 4

***

The scene occurs as expected.

Tenistan opens the door and Hal brandishes his holy symbol and to turn the Skeletons. A cool glow of watery energy emanates from his holy symbol, driving the undead back into the shadows of the room. The front-line fighters race in and dispatch the cowering skeletons in a fierce and very one-sided melee.
RISUS: Each skeleton is a Skeleton (2). Togather, they are a Grunt Squad of Skeletons (3). He beats them 15 to 11 but fails to destroy them utterly. That is left to the party, who do so easily.
The remaining party members file into the room as Valdora raises her Artificer's Lamp to illuminate the room in a greenish light. As the party cartographer, Kandara maps a circular room with 3 other doors in the south, west, and east. [D&D TABLE: determine the room contents and dungeon dressing...note that it implied that there is treasure in a secret room should the characters find it] Strangely, there is a slight breeze. In addition to the skeletons' arms and armor (chainmail and swords), there is a cracked hammer head on the ground. There are cupboards filled with various containers, some of which contain a vile-smelling black liquid.

The party examines the cupboards, making a conspicuous effort to avoid the nasty liquid. Kandara speculates on the nature of the room and its guardians.
Q: Is there evidence of rituals on the floor [Likely]? No. 
Kandara: "There might be residual enchantments that animated the skeletons. I'm guessing that they were adventurers like us. They probably left the crowbar in the other room and that broken hammer over there."
Q: Are there other tools that might be employed by adventurers [Likely]? Yes (and new NPC Negative event...Dori is affected and Carelessness/Misfortune on the Event Meaning table). 
Kandara: "These three were obviously warriors given their arms and armor. And look... there appears to be evidence of rotted leather goods, rope, and even torches. Doesn't look like anything can be salvaged, though. There may have been more of them, but they either fled or perished elsewhere within the dungeon."

Hal: "That vile smelling substance might have something to do with it."

Before he can go on length about his theories, Dori knocks over one of the viles while trying to retrieve a shiny key. The substance spills onto her hand.
Q: Does it have an immediate effect? [50/50] No, but it will be negative. 
Hal scolds her in hushed tones. He examines her to see if he can find any immediate signs of poison or corruption. [RISUS: he rolls 13 on adventuring cleric, which should be enough spot obvious effects]. No, it looks like she got off easy. He does make a mental note to try some anti-poison magic when the party next makes camp.

Liamas, Arien, and Kandara fan out to listen at all the doors. [RISUS: All rolling well on hearing-related Target Number rolls] Listening to the east, Liamas hears [roll on D&D Table] humanoid voices. Arien (listening to the south) hears [roll on D&D Table] similar noises. On her door, Kandara hears [roll on D&D Table] something unintelligible. 
Q: Trigs were rolled for two results, can the party smell them [Smomewhat likely]? yes. 
Arien and Liamas both smell something noxius wafting in from under the doors (perhaps pushed by the source of the slight breeze). Liamas recognizes the smell as belonging to Troglodytes.
Q/RISUS: Can the characters make a passive TN roll (15 or 10) to passively notice a secret door (as mentioned in the room generation) [50/50]? No.
Q: Do the occupants of one of the adjacent rooms open a door (presumably after hearing the characters) [Unlikely]? No.
In hushed tones, the party discusses what to do next. Obviously, this room is some kind of nexus. Creatures are in rooms in all directions (and at least two of them contain Troglodytes). Given what they know about Trogs, they suppose that the Trogs do not use this room and probably have an alternate way to move around (they are unlikely to employ mechanisms to bypass the skeletons). After some debate, the party decides to try the door with the unknown sounds, since it could potentially be the strongest threat (and is likely smarter than the Trogs). The party prepares weapons and gets ready to open the door. For the moment, they put aside speculation as to the nature of this room.
Q: Is the door stuck [Likely]?Yes. 
Tenistan easily makes a TN10 strength test to open the door. They encounter 13 Hobgoblins!


***

CHARACTERS - Remove Skeletons and add the Trogs and Hobgoblins.

UPDATED THREADS
* Find the Elf Homelands
* Solve the mystery of the lost dervishes
* (exploring the ruins is too vague to be a thread)

CHAOS FACTOR 5

Next scene: The party will take on the 13 hobgoblins.

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