episode 4
The exploration of the dungeom proceeds after a stint in school.
First room 60'*40' with twodoors in east wall. The north easterly door was a trap and was disarmed, thesouth easterly door led to a 30ft corridor sloping 45 degres down to the east, ending in a room.
The room was square 40' by 40' and appeared empty, though on investigating a trap it turned out to be a mimic, though it was soon killed. The treasure uin sacks was protected by a pit trap though this was also detected. The party left through an arch in centre of north wall by which the body of a previous explorer had been impaled.
The corridor from the northern arch led in a north easterly direct for 30ft before ending in a door.
Beyond the door a 40' by 40' room, a iron fence and rusted gate dividing the room in two (east to west), a door in south west corner of room (in west wall). 4 giant scorpians attack, and although eventually killed, the elven thief is killed out-right by a sting.
A local Micharu ('Mike) called Father Leonard offeres his services (he'd follwed group into dungeon) and charges a 3000gp deposit and 3000gp (1000gp+(500gp*4lvl))to raise the dead thief. The half-orc swears a blood oath in order to repay the debt in future. Father Leonard is a 6th level cleric of CG worshipping Odin, he will follow party and heal as needed and has 2 more raise dead scrolls. (PC to control him and choose his spells every day - Troy)
Opening the door in the south west corner (that gate with the maze mozaic beyond is left until later) the passage head west for 30ft the turn north, after 20 ft it ends in a door, though a steamy mist eminates from beneath the door, and a grating sound of stone on stone can be heard beyond.
The door is opened and amist filled room is found (30' by 30'). A rotating pilar in centre of room is turing through 90 degees even round in a clockwise direction) a pointer on the pilar indicating direction, and causing grating noise as turns. Everyone avoids the points though the dwarf experiments and finds himself aging rapidly by 3 years. (pointer ages subject 1d4 years). Using coidination of elven archer group find three exits to this room, two in east wall and on in west wall (SW corner), the party run towards the SE corner east wall door and enter into a small 10' by 10' room containing treasure.
From this room, co-ordinated by archer they run to NE door in Eatsern wall and open it, a corridor heads 30ft to the north east, and opens into a room 30' by 40', containing 5 displacer beasts, a decent amount of treasure and no other exits. After a strange fight versus the displacer beats the aging-pointer room is again succesfully navigated and the PC's go through the SW door, which opens to a 20ft long passage ending in a 70ft diameter hemi-spherical room divided by a lake of sulphuric acid with 6 huge snakes rearing heads on far bank, a rickety bridge only way across.
A flurry of arrows (is that the right word?) destroyed one of the snakes (about 15ft long, 1ft diameter) and the other 6 disappeared into hidden holes/burrows amongst rocks. The party form a rope securing device and head across the acid lake. The thief, orc and archer are acrossand the ranger is upon the bridge as the 5 remaining snakes launch their attacks from their burrows. They get killed.
The one exit in the west wall of the room leads to a long corridor westward. The corridor continues westward into the darkness, 60ft along is a door in the right hand wall (north) though this seems to require a key of some sort to operate it, a magical key. 20ft along on the left side of the passage is an archway leading to a corridor heading south easterly for 60ft with a door half way along on the left hand side, and continuing on south easterly for another 30ft until branches south and east. The door is investigated and appears to have a contact poison on it (left for later investigation). The party choose the eastern fork which continues on for 60ft and then turns north (this passage seems to take group under original entance room), there is a turn to the south after 30ft but this turns out to be a dead end, construction halted for some reason.
The group turn to the north, it ends in a small room, though thisroom containsa chimera *3 heads, 1 goat with 2 horns, 1 lion, and one dragon, the dragon head gets attention first witha flame attack, and the poor thing did mamange one more breath attack before dying!, mainly due the the ranger rolling natural 20 twice with two arrows in one round (one hit the lower jaw of the lion head, causing it to fall prone and bleed lots)
Thats where its left (rough map included in attachments).
This week killed:
1 Mimic
4 Giant scorpions
6 Giant poisonous snakes
5 Displacer beasts
1 Chimera
Alignment
No major alignment changes
Hogg goes one towards CG for going out of his way to aid party member
Hogg also goes towards CE for slaughtering unconcious thing (is beneath LE people)
Troy goes 2 towards LG for his entering into debt to save party member, and for his prompt payment.
Jen goes one towards CG for her reign of fire on the chimera
Hazy goes one towards True Neutral
Foxy goes one towards Chaotic Neutral
Reds goes one towards Neutral Good
therefore
Jen is C3G3
Troy is C2G3
Hayes is C2G2
Foxy is C3G3
Reds is C3G3
Hogg is L1E1
Leonard C3G3
Friar Leonard is C3G3
Group CG
honour is now
Jen 24
Troy 18
Hayes 23
Fox 13(+2 due to pc's activities on wednesday)
Reds 17
Hogg 15 (+1 due to pc's activities on wednesday)
Friar Leonard 57
Group honour 24 (NB looks like hiring higher level npcs's is good for honoor)
Fame is now
Jen 6
Troy 5
Hayes 9
Fox 4
Reds 5
Hogg 6
Friar Leonard 34
Group Fame 10 so group is more famous than members, but npc 3* more famous than group
thats why he wanted 3000gd+
Encumbarance Audit!!!!!
Every now again again, normaly every 2 month of game time and Encumberance audit is carried out. Everyones things listed as carried will be included. nb. after this point only things included in encumberance audit are allowed to be used in play.
Strength Carried
Jen 14/59 93.9lb
Troy 19/03 404.1lb
Hayes 24/27 157.5lb
Foxys 20/39 153.4lb
Readman 20/23 81.60lb
Hogg 20/35 143.7lb personal 2552.8lb group
Basically with coins weighing 10th of a pound each (!) gonna have to get a cart or couple of mules to get stuff out of dungeon, or walk very very slowly