Ascent

Blog for Ascent D&D campaign

Wednesday, 31 October 2007

Not more bloody bats

A Duergar engineer managed to activate the scorched construct and turn it from drilling duty to flesh smashing before falling herself at the hands of the monk.

The wizard managed to Suggest to one of the other engineers that it should attack his comrade, which it tried to but the other duergar was too quickly slain by the paladin and priest.

Blades slashed, blows were landed, heads were kicked about constructs deconstructed before finally the mining area was quiet and the healers could do more of their work, such as repairing an exhausted druid sent unconcious by his wounds and post-frenzy reduced stamina.

After a while, during which dead bodies were stripped (two magical suits of stone plate and two magic swords), a howling could be heard far above them, the distinctive sound of the druid's animal companion in distress.

The druid, monk and priest quickly set off up the ladder to assist the animal, not knowing what fate lay ahead for it. It had been too much to hope that leaving the poor beast high up on the fungus steps would be a safe thing to do.

Unfortunately the fireball had pushed a blast of warm air up the tunnel, full of the scent of spilt blood which was too much for the resident swarms of bats to resist. First feasting on the wolf, the swarm drank deeply from the climbers before being repelled by a divine blast of fear which caused the bats to retreat in terror. The druid soon found the blood-covered wolf and washed it clean whilst the evil priest cured its wounds.

Experience
3 zombies - 300 xp for the scout
1 Pulveriser, 4 Duergar engineers and 2 Duergar guards - 1,300 xp per character
1 Bat swarm - 150 xp each for monk, druid and priest

Wednesday, 24 October 2007

Getting to the bottom of things

After a good night's sleep in the farmhouse-cum-garrison, the party returned and continued down the curve. Dropping from step to step, they soon ran out of fungus ledges but discovered an iron ladder bolted to the wall to carry on down.
The scout, having been inactive for a while, tried to make up for it by dropping down the bars at speed, sparks flying from his gauntletts. Realising that there may be a floor below him somewhere and dropping down at speed may result in a permanent reduction of height, the scout started to measure the drop and take it a little easier.
Soon enough the floor came into view, a small landscape of crushed rock and rubble with a trio of grey, dusty zombies waiting to take out the scout.
The undead quickly crumbled and the party started to explore the area. The sloping terrain was obviously a mining area and a passive Pulveriser stone-breaking construct came into view. Feeling safe, the party quickly split up to explore the ground, making them vulnerable to the invisible duergar who were waiting to ambush them.
The wizard attracted attention when he fireballed the construct and the pair of duergar technicians hiding by it. The paladin and priest quickly reacted to the alarm and raced to defend the magician before realising that the rubble-strewn floor gave no traction at all, sending both the ground.
The agile monk, though, was much luckier and leaped from the back of the construct up to join the scout and druid battling the tougher duergar guards. Soon the duergars started dropping, unable to take out the party members.

Wednesday, 17 October 2007

Fire in the hold.

The druid caught sight of a pair of eyes looking at him, had a look around but found nothing and moved on. On one side could be seen a 40 foot wide area of desolation where huge mushrooms drooped in death. Above and around them, glowing purple fungus gave the tunnel a twilight illumination.

A shrieker was soon spotted as the adventurers advanced and the wizard, still ignorant of past lessons learnt, decided to blast it away. Before the paladin could finish the fungus off, the shrieker was blaring away, attracting a hungry swarm of vampire bats onto the party. The party went all out to stop them with the spells at their disposal. The priest managed to cast Calm Emotions whilst being bitten but the swarm - as one - shrugged off the effects. The druid summoned a Wind Wall, or at least tried, but the blood loss was distracting him. Finally the wizard launched a ground zero fireball which decimated the swarm although leaving them still with the capability to hurt. In desperation the monk grabbed the lantern from the priest's hand and smashed it on the ground. The flaming oil was just enough to destroy the cohesion amongst the bats and the remnants of the swarm melted away into the darkness. Against their better judgements, the paladin and priest pumped healing into the unconscious wizard, mindful of the fact that he had brought the swarm upon them and fireballed them too.

The raging fire caused unseen creatures to retreat and the monk quickly chased after a Myconid. The party caught up and prodded the poor creature, forcing it to pour out a cloud of seemingly harmless spores. Seeing no threat, and hearing movement of more creatures in the distance, the adventurers moved back to the cavern entrance and beyond.

Carefully stepping past shrieker, ochre jelly, green slime and yellow mold, the explorers continued past the hanging rope and down the slope to see what they could see. After a few hundred yards, the way became steep and unsafe but luckily some creature seemed to have speciialy grown banks of fungus that became like steps into the darkness, each about the size of a table. Progress, although not particularly fast, became much safer.

In the distance, maybe 400 yards away, could be heard the crushing of rocks and an intermittent loud, low noise. Climbing into view were a trio of humanoids with large lumps on their backs, dimly illuminated by the light from the party's sun rods. Being evil, and in this case more evil than the party, the heroic paladin first tried arrows and then the full force of her deity to push these grey/black zombies over the edge to their doom. Another couple appeared a minute later and the curious wizard demanded that at least one be saved to see what they carried on their backs. He then proceeded to lightning one zombie to fragments and destroy the fungus ledge under the other so that it, too, fell to its doom, leaving the wizard to ineffectually rain curses down upon it.

Running low on magic, the party retraced their steps to the surface and safety.

Experience for each character.
5 "fish-in-a-barrel" zombies - 50
Shrieker - 30
Bat swarm - 100

Wednesday, 10 October 2007

Badger, badger, badger, badger. Mushroom! Mushroom!

After a minor change in party make-up, the adventurers were down into the tunnels again on a mission to investigate the cavern they discovered a while ago.
The expressway had broken through into the cavern and access was made through a three foot wide hole. A hundred feet below, the floor of the cavern was coverned in fungi, moulds, and oozey substances and the party carefully lowered themselves down.
The cavern turned out to be mined out of the stone with a circular cross-section although no side exists were visible.
Deciding to explore, the party split up into two groups. The monk and priest went one way whilst the druid (with wolf animal companion) and wizard went the other, leaving the paladin and scout to twiddle their thumbs.
The first pair disturbed a patch of Yellow Mold on the floor, causing the monk to almost die as he choked on the spores.
Behind him in the distance, the second pair had discovered a Shrieker and the invisible Phantom Fungus that the Shrieker attracted. The wizard creating a number of illusionary copies of himself whilst the druid turned into a Dire Badger. Having no way to detect the phantom, the three (including the wolf) were lucky to land blows on it before too much damage was done.
The monk and priest, rushing to investigate as best they could, set off the Shrieker which the enraged wizard then proceeded to blast to bits.

Experience
Cleric and Monk - 300 xp each for the Yellow Mold
Druid and Wizard - 375 xp each for the Phantom Fungus
Wizard - 150 xp for the Shrieker