Monday, 8 April 2013

Keep on the Shadowfell: Part Six

This is part six of a continuing series documenting the deeds (sometimes heroic) of the adventurers (sometimes worthy) that I DM for once a fortnight. It's primarily here so I can remember what the hell was going on in the last session, although usually I've forgotten most of it by the time I come to write it up. See all previous entries here.

Disclaimer: Details are getting really sketchy. I really, really, really have to do this closer to the actual date of play next time. Also, this was a combat-heavy session, which was due in part to me forgetting to include a puzzle room at one stage. I'll work it into the next session. I'm very tired.

Having previously discovered a secret passageway, our noble adventurers followed it to discover the sleeping quarters of the goblin leader. And there he was, in all his obesity, fast asleep in his bunk. As our party are fair and honourable, but ultimately self-serving folk, a sword was stuck into Balgron (for it was he) as quickly as possible. Unfortunately this was not enough to finish him off, and he leapt from his bed and gathered a small handheld crossbow. A short, tense, cramped and comical battle ensued, at the end of which Balgron lay dead with various bolts and arrows protruding from his head and neck. Keys were found about his person and thus his treasure was verily robbed.

Having entered the stronghold through the secret passageway, our adventurers then exited via the main entrance, encountering armed goblin warriors along the way. It's the usual routine - swords, warhammers, arrows, spells and powers = dead goblins. You know the drill.

Having now started three paragraphs with the word "having" (including this one), Searos, Marroar, Scrindrel, Giovana and Malachi discovered that the keys they had acquired from the big fat dead goblin would allow them to unlock one of the doors in the original main chamber, and permit them further travel into the keep.

They entered a pitch-black chamber. Lighting their torches, they were presented with a maze of corridors. Terrible groans could be heard in the distance. Strange runes were found on the floor which had to be crossed in order to proceed further; in turn, each member of the party attempted to jump them. Those who failed and landed on the runes were suddenly filled with an overwhelming terror and attempted to flee the area, before finally coming to their senses a few moments later.

Suddenly, zombies attacked! It's not all goblins you know! Thankfully they were no match for the thunderous waves of a certain wizard. The zombies attempted to grab and hold on to our adventurers, but why? To save them for a snack for later? Or to attempt to rekindle some kind of human compassion through a simple act of affection? In any case, they were all eventually beheaded.

Our adventurers now approach Sir Keegan's final resting place, but not before they have to do that thing that I forgot about last time!

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