Wednesday, January 7, 2015

Session 1 Summary

The town of Everholm had been invaded by the kingdom further out, and the city-state was taken over, and the residents of the town where forced out.  The campaign begins at a guard outpost that is being used as a refugee camp, with a cave that is being used as a makeshift tavern.  The cave had a few run down tables and stools laying about, with a makeshift counter on the corner where the kegs were.  The counter was being manned by a dwarf barmaid.  The cave was lit up with illuminated fungus.

The party this session consisted of a human druid, a shape-shifting hermit on a mission to save/protect the earth and its denizen, a half-elf dragon-sorcerer with the pretence of being a ranger/hunter who has been on his own since his home burned down and earns his living as a con-man, and a half-elf warlock with an imp summoning who is a known spy in the criminal underworld.  The druid sat by himself, sipping his ale in the corner, eyeing the patrons as they came and went.  The sorcerer was hustling various 'assholes' in the tavern with a dice game... that had loaded dice.  The warlock was sitting with his imp, surveying the patrons for anyone of suspicion.

A elf races in with a wide look in her eyes.  "I will... I have..." she shuddered before saying "I have a ... rat infestation in my manor... I bought the manor site unseen, and there are rats.  I will give 50GP each to anyone interested in removing the infestation."

The druid sees that she is lying, mostly about the 'rats', and can further see that she is wearing the insignia of the king that displayed the citizens of Everholm.  Suspicious, he transforms into a cat and follows her out, followed by the sorcerer who happily volunteered, and the warlock who after falling a stealth check to simply follow behind her, states that he will follow.

These get weirder when the elf tells them that the manor, which is a castle-like dwelling nearby the guard outpost, would have to be entered from a side entrance as the front door is barracked shut.  The sorcerer presses her to admit that there wasn't simply rats in this place, and the druid peers into a window to see a humanoid-looking rat.  After the elf promises the party to give them an extra 10GP each if they clear out the entire manor of vermin the party goes on in.

The first room had larger rats and a strange creature known as a mephit, that the sorcorer knows are usually summoned by wizards.  After fighting these things, with the party thinking the smoke mephit was more than it was, the group collects themselves before venturing into a treasure room, with coins scattered all over the place, and the head of a blue dragon on display.  The warlock decides to roll in the money, where he then narrowly avoids being smothered by a rug of smothering.  The parry then has to fight the treasure room defence system consisting of two animated armours, two flying swords, and a rug of smothering.  After that they verify that there is no more traps in the treasure room, the party pockets some of them, while wondering where they got the stuff.

The druid can see through the crack under the door leading to the next room and can see more rats, and four more mephits on the other side.  The group takes a short rest inside the treasure room.

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