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Tuesday, July 26, 2011

AD&D 2nd Edition Revised Session 4

We head down the stairs and find ourselves in a small room with a door.  We check the door and find it untrapped and unlocked.  We open the door and it leads into a large room.  We see some boxes on the far side of the room and a door to the right.  After entering the room, we see another statue.  This one is an elephant with tusks.   The tusks are 100% ivory.  We search the boxes and find some wine and water and some tools and gear along with some food stuffs.  The door to the right is locked.  We unlock the door with the keys after I failed to unlock it with my tools, it doesn't seem trapped.  Nightwind opens it carefully and I peak inside.  I see movement inside.  Nightwind swings the door open and it knocks over a chair that had been placed behind it.  It clatters to the floor alerting the beings inside to our presence.  We defeat two hobgoblins and two orc guards.  We loot the room and see a large door with big holes in it.  This must be the door Mishin warned us about.  We use the keys and the trap is disabled and the door unlocked.  We step into another room and find a large cell with a locked door with two chests in it.  The cell is made of iron bars, but one of the keys on the keyring unlocks the cell door and we find a cloak and ring in one and two potions and a suit of magical splint mail armor for a human.  We identify the potions to be a potion of growth and an oil of slipperiness.  The armor is a suit of splint mail +1.  The fireplace in this room is searched and found that the chimney goes all the way up to outside, but only a small person can squeeze through.  We go through the door that leads further and find a set of stairs leading down.

We follow the stairs down and notice that the walls seem to shift.  The wooden walls blend into stone and the light only carries enough to see that we are in a small room with a door the leads to the north.  We check the door, but nothing is found.  No trap and it is unlocked.  We open the door cautiously and see a hallway with no lights.  We find a goblin corpse outside a locked door at the end of the hallway.  We search him and find a gold key in his hand.  We move his corpse and unlock the door and head in.  We see some beds and while searching find the corpses of 3 more goblins barricading a door that leads further into the castle.  We move and search the bodies.  All the bodies seem to be in tack, but for some reason they are dead.  We look closer and see puncture wounds on them.  Poison.  As we move the last body away from the door, we can see that the latch has been damaged and the door swings freely.

We enter the final room and with the torch the wizard carries, we see an old room.  We search the room and find two piles of bones, mostly goblin in two different corners.  We look up and see nothing but webs for a ceiling that is pure white.  We notice that there is a secret door, but no way of opening it from this side.  We also find a locked door.  We unlock the door and enter, but we find a small room.  We figure that there is something not right about the length of the rooms here and we search the small room for a secret door.  We find a secret door, but also find the concealed door in the other room at the same time.  That is when we get ambushed.  We encounter a Large Spider, but it calls for help and 2 Hairy Spiders and a Huge Spider come from above to help.  The hairy spiders and the large spider are all the size of men while the Huge spider is the size of a horse.  Apparently they've eaten well recently.  Fortunately, nobody got bitten while we cleared the area.  We found three chests in the concealed room and opened them with the gold key we found on the one goblin.  We found a set of field plate in one chest, a magical +1 longsword in another chest and we found +1 Goblin Plate and Slippers of Spider Climbing in the final chest.  We get everything together and haul it upstairs.  I get my wagon and we load it up and head back to town.  On the way back we encounter three orcs that run away after we confronted them.  We continued onto town and gave the mayor 10% of the coin we found.

This is where we left off.  See the maps of Level 3 (underground) and Level 4 (underground) of Phrum Castle.
I made an error on the Level 4 map because the stairs went down from Level 3 in a different place than the corner where I had the stairs show up on Level 4.  That is why I had the walls shimmer and go from wood to stone, kind of like a magical vortex or residual magic left over from the combat 30 years ago when a mage tried to clear the castle of bugbears or more recently trying to clear it of something that is no longer there.  Also, I waited to blog this and I regret it.  This is close to what actually happened, as best as I can remember.  In the future, I will blog right after we conclude our gaming session.  Thank you and have fun gaming.
Phrum Castle Level 3 (underground)

Phrum Castle Level 4 (underground)

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