Sunday, April 13, 2014

Game log for 13 April 2014

Present:

Yémos, human male cleric of Dōsaútōr, goddess of magic (Eric)
Mayhem, human male midget barbarian (Chris)

As NPCs:

Anêr, human male swashbuckler (Rett, Eric handled him)
Caleb, human male wizard (mostly held up a torch of Continual Light)

Log:

They started in the room with the shackles and found out that none of the shackles were worth keeping. Yémos tried looking for a tunnel that a man in bonds would have dug, but they found none.

They walked back to the small room with the five hallways out, and saw that the black pudding was slowly slinking down the hallway that led to the great hall. The pudding felt their air and started to turn towards them, and they chose to walk down the hallway to the right of the one that led to the chief's bedrooms whence they came.

strix
Louis Farrakhan's favorite
D&D monster.
The door lacked a lock, so they pushed it open and walked down the hallway to a room which had some old broken chairs around a big dais. Atop the dais was a big nest, and before they could turn to run, five striges came out of the nest to fight. Luckily, the striges could never get through their armor with their stingers, so the fight was short. In the hive were 40 silver pennies and 3 gold pieces. After looking at the pillars along the side of the room, which were mostly carvings of the gods, they went out the other hallway, which was on the other side of the room from the one through which they came into the room.

This room was a court, and there was a spot where a throne had been. In its stead was a stack of books. Yémos took the first book, which bore the name Walk with Me, My Friends by one Feoílklis of Erstókkīs, an island land well to the west that once ruled the mainland. The book was about the worship of a god of whom Yémos had not heard named Glanéťūr, who seemed to like putting men through his tricks. Yémos put the book in his backpack, and they took a look at the torches in sconces on the wall. Someone had hand-lit the torches, and not all were lit.

Pushover.
To the right of the way through which they came into the room was another door, which they pushed open. They walked through the hallway into a crypt, in the middle of which were two skeletons. In the short fight, Mayhem took a hit, which Yémos healed with Major Healing after the battle. Yémos saw what looked like a door with no knob or hinges, and after some prodding, pushed it to yield a glowing dark teal light. They threw a rock through the light and heard nothing, and when trying to touch the stone door again, Yémos found he could not. Mayhem pushed one of the skeletons through the light as well. After some chatting, the gang chose to turn back, though Anêr thought he could handle going through.

Pushes over PCs.
Back in the old court room, they chose to go through the next hallway to the right of the last one. The walls and roof of hallway and the caves to which it led had a sticky amber resin all over them. In the back of one of the caves, they saw four men in shadows, and Yémos called out to them. They shambled towards the gang, moaning the one word all zombies can moan: "Braaaaaiiiin." The fight with the zombies was nasty, and swords were breaking or flying all over the cave. Mayhem fell unconscious at one point, but Yémos healed him back right away with Minor Healing.

For he served the
Dungeon Master.
After the last zombie fell, the gang could hear and see a red demon with horns and a big scythe, and a man in leather armor walking on the roof of the cave. Caleb said the wall behind where the zombies were standing was odd, and Yémos stuck his head through it, and saw a pile of gold coins. Alas, living was worth more than gold at this time, so the gang ran back the way it had come, and the man on the roof jumped to the floor when they went back to the court room. Once there, they outran the man and the demon, and the man yelled back at them, "Go to your goblin friends!"

Once outside, the gang went over the hill and set up camp. From there, they could see a bunch of withered trees, which they guessed to be around Dībités Rock.

Notes:


A lesson one of the players learnt was that your Dodge is almost always your worst active defense. A worthy lesson.

The long and short of this short session (Eric had to go after about two hours) was that the players got their asses handed to them. The zombies were hardly fodder, and Anêr kept fighting, being Overconfident and all.

We gave the chase rules in GURPS Action 2 a workout at the end. I let them get away when they won one of the Quick Contests; we were short on time and they were trying to keep from a total party kill. Besides, the evil cleric didn't care much about them.

I can't remember if I gave them two or three character points. No big deal.