Post by Kayse on Jun 28, 2015 16:15:08 GMT -7
Session Date: 6/28/2015
GM: Kayse (GM Credit: Abrin)
Players:
Marcemallow (Amaranth)
Kimarah (Salisandra)
Beast (Chris)
Leary (Eve)
Selnath (Sylvester)
Cleru (Acere)
Daddya (Irk)
Full Spreadsheet
XP:
1000 XP (Everyone)
Loot:
800 gp (Everyone)
Journal:
The adventurers receive a message from the dwarven assistant of a local mayor that the mayor had been captured by bandits on his trip from Rook. He asks the adventurers if they check some of the local earth and wood strongholds to see if they can find him. They search around and find a tunnel to an underground stronghold. Delving into it, they find three doors and check the door. Salisandra and Amaranth finds five bandits in the middle of a card game and battle ensures. Eve, Irk and Acere find some sleeping bandits and Sylvester and Chris locate a trap on the last door and set to disarming it (after someone else accidentally triggers it). The sleeping bandits are quickly routed (and melted with acid flasks) while Salisandra and Amaranth fight the five bandits to a standstill, letting the bandits close the door. The poker bandits barricade the door and the adventurers leave them there.
Searching the other room, Chris spots another pillar of arrows trap and tries to convince the adventurers to hold back until he can disarm it, but the discussion gets loud and the bandits on the other side of the door hear. The bandits set off the trap. The adventurers mostly retreat from the hail of arrows and wait for it to run out of ammunition. Then they push through the trap bandits and quickly defeat them. Exploring deeper into the stronghold, Amaranth finds a spike trap the hard way and they find the poker bandits with the bandit leader. A tight fight begins, with half of the group going to try to find the secret passage that the poker bandits used while the others try to fight their way in. Eve senders her creature forther and it begins wrecking bandits, but they dart back into the secret passage and exit out a third secret door and begin to flee the stronghold. The adventurers give chase, the bandits reset the first arrow trap and the bandit leader nearly escape, but Amaranth keeps up with the leader and shrugs off some sleep arrows to keep him busy until the rest of the party can make it. They do and they manage to use his ranged weapon specialty against him by pilling on melee attackers.
Meanwhile, Salisandra and Eve rescue the mayor from the stinking dungeon cell and "protects" him from the goblin adventurer Irk.
GM: Kayse (GM Credit: Abrin)
Players:
Marcemallow (Amaranth)
Kimarah (Salisandra)
Beast (Chris)
Leary (Eve)
Selnath (Sylvester)
Cleru (Acere)
Daddya (Irk)
Full Spreadsheet
XP:
1000 XP (Everyone)
Loot:
800 gp (Everyone)
Journal:
The adventurers receive a message from the dwarven assistant of a local mayor that the mayor had been captured by bandits on his trip from Rook. He asks the adventurers if they check some of the local earth and wood strongholds to see if they can find him. They search around and find a tunnel to an underground stronghold. Delving into it, they find three doors and check the door. Salisandra and Amaranth finds five bandits in the middle of a card game and battle ensures. Eve, Irk and Acere find some sleeping bandits and Sylvester and Chris locate a trap on the last door and set to disarming it (after someone else accidentally triggers it). The sleeping bandits are quickly routed (and melted with acid flasks) while Salisandra and Amaranth fight the five bandits to a standstill, letting the bandits close the door. The poker bandits barricade the door and the adventurers leave them there.
Searching the other room, Chris spots another pillar of arrows trap and tries to convince the adventurers to hold back until he can disarm it, but the discussion gets loud and the bandits on the other side of the door hear. The bandits set off the trap. The adventurers mostly retreat from the hail of arrows and wait for it to run out of ammunition. Then they push through the trap bandits and quickly defeat them. Exploring deeper into the stronghold, Amaranth finds a spike trap the hard way and they find the poker bandits with the bandit leader. A tight fight begins, with half of the group going to try to find the secret passage that the poker bandits used while the others try to fight their way in. Eve senders her creature forther and it begins wrecking bandits, but they dart back into the secret passage and exit out a third secret door and begin to flee the stronghold. The adventurers give chase, the bandits reset the first arrow trap and the bandit leader nearly escape, but Amaranth keeps up with the leader and shrugs off some sleep arrows to keep him busy until the rest of the party can make it. They do and they manage to use his ranged weapon specialty against him by pilling on melee attackers.
Meanwhile, Salisandra and Eve rescue the mayor from the stinking dungeon cell and "protects" him from the goblin adventurer Irk.