Beholder Group - "Door Operation Now Sorted." - Fallen Fortress Session 4
Beholder Group – Session 4 summary
17th June 2019, 7:30 – 11:15pm
In-game timeline: Start of session, Midsummer’s day +5. End
of session, Midsummer’s day +6.
We last left our “Heroes” revelling in their new-found
ability to open doors. Not just simple ones, but even complex ones with unusual
mechanisms. They discuss taking a short rest – the mental strain of opening all
these doors is taking its toll – but decide to press on for now and explore a
bit more of the Fortress.
The room they find themselves in is a little strange. A
simple, square room which seems to have been fairly untouched for a while, but
has four, raised, stone pedestals standing before a door with a simple button
on it and no handle. Carved into the pedestals, in Draconic, are words implying
this is a test of strength, agility, intelligence and influence, and more words
above the door, needing a bit of a clean to expose them, imply that only the
worthy will be able to pass through.
Suspecting this is some form of test, and thinking that they
may take some damage, the party abandon the initial idea of sticking Drogan on
a pedestal and ‘just trying it out’, whilst the others wait in another room,
and instead move on to explore further.
The next room was also empty of baddies, but did contain
ornate carvings around the walls, flowing into some of the furnishings – notably
a stone table and a dragon shaped fountain. In another flash of inspiration,
Drogan fetched the set of small, jade dragons they stole from Meepo’s room back
at the kobold den, and matched up one of them with the pose of the dragon in
the fountain. Placing the statue on this fountain caused a potion to jet forth
into the font, which Alwaith recognised as a potion of fire breath. Now that could come in handy. If they
remember that have it.
Feeling this place seems deserted, the group head north,
past a crossroads with a closed door – they’ll come back to that later as they
still aren’t all that confident with doors that aren’t already open – and pause
to check the dusty floor again – for traps in the case of Devon, and to get a
better feel for how unused this place is in the case of Drogan. The barbarian
has a better look this time, spotting that this section was once quite well
used, but hasn’t been for a good many months, apart from some large rodent
tracks, and a set of recent dwarven tracks, that head north.
Following these tracks in the hope that Drogan will find his
lost friend, Karakas, the party are set upon by giant rats, appearing one by
one from cells lining the corridor. They manage to deal with these rats pretty
easily, though Dwarrowsteel took a fairly hard hit from one of them. Alwaith
finally decided to use a ‘proper’ spell, casting Hex on a rat and the rest of
the party are a little confused when Alwaith’s eyes change colour and a ghostly
visage appears overlaid upon his already fairly ghostly features. The group
would usually be slightly worried by this, but were busy killing rats.
Rats dealt with, Drogan sets fire to one of their nests. Drogan
seems to be a bit of an arsonist. First the pile of rotting meat in the kobold’s
den, then a rats nest. You’d think he would learn that fire in an enclosed
space creates a lot of smoke. Well, he was reminded of this when the tunnels
filled with smoke, as the others raided the nests for a few coins and cheap
gems.
Ducking under the slowly dispersing smoke, Devon continued
to scout ahead, spotting a room with a couple of pit traps that seem to have
been disabled, and another dragon fountain. The party are now well-versed in
these fountains and dig out the appropriate jade statue, placing it on the
fountain, and receiving a cloudy, white liquid in return. Alwaith is unsure
what this potion is though, so they collect it up and decide to check out the
pit traps.
Devon trusts Drogan enough to lower and raise him into the
pit traps on a rope, and manages to find a few animal bones, a dead goblin, scraps
of cloth and animal droppings in the pits, but also a couple of gems and a nice
looking dagger.
The adjoining room is awkward to get to, as it is on the
other side of a pit trap, so only Drogan can initially get in there – his mighty
frame blocking access for the others initially. The room looked very messy, was
very smelly, but appeared empty. Until, that is, three giant rats leapt onto
Drogan from amongst the mess and attacked. Devon used his small stature to get
into the room too, whilst the others had to use ranged weapons to attack –
which proved to be awkward as the rats were in melee with Devon and Drogan, and
in fact Alwaith managed to hit Drogan with an eldritch blast whilst trying to
hit a rat.
Despite the friendly fire, Drogan made short work of the
three rats, and even when a very, very large rat with foaming mouth and large
teeth crawled out from the large nest, Devon manage to take her down with some
help from the others outside without her even getting an attack. The fight did
not last very long.
Rodents taken care of, Drogan looked around the room he was
in. With a very poor turn of phrase, the DM seemed to imply that Karakas,
Drogan’s lost friend, was alive and well and just taking a nap on the floor.
Confusion reigned around the table, but it was eventually made clear that in fact
Karakas, along with a couple of goblins, were in fact dead on the floor, and
half gnawed through by rodents. Elation turned to misery, but not for too long,
as Drogan looted Karakas’ body, before dumping all the bodies - Karakas,
goblins and rats - in one of the pits, covering them in oil and, yep, you
guessed it, setting fire to them.
Surrounded in more smoke, and with the strong smell of
barbequed dwarf and goblin flesh permeating around the Fortress, the party
looked through their ‘loot’. They had finally found some decent gold and gems,
along with a nice bit of studded leather armour to help out Devon, who seems to
rarely get hit anyway, a big iron ‘dragon’ key and a small journal which
outlined the Legend of Dragonsboon.
At this point the party decided they were a little knackered
– they are not used to two battles in quick succession, after all, so they
retired to the ‘puzzle room’ (as the party decided it was called. The DM
prefers to call it the ‘death trap’) for a long rest – grabbing a now-conscious
Meepo on the way.
There were no disturbances overnight, despite the number of
bells, strings, pitons, whistles, fairy lights, motion sensors and snares they
set up (if it wasn’t night time when they wanted to rest, it was by the time
they had set up their perimeter defences). They awoke rested and re-spelled and
asked Meepo about this area. He looked forlornly at the rubble in the corridor
outside and explained that behind that was their main residential area, and
that he had only once or twice ventured this way. He did start to explain about
a legend of one of his tribal ancestors who entered the mysterious ‘puzzle door’,
never to return, but the party were generally ignoring him again at this point.
They are still unimpressed with Meepo, despite him managing to get them out of
the forest to find the Fortress, to be inadvertent cannon-fodder for the twig
blights on the stairs, and the stirges, to tell them which way to go initially –
they ignored him – and how to open an unlocked door. And all this when he has
been completely lied to about the location of Calcryx. Poor Meepo.
The party believe that Karakas’ key will possibly open the
dragon door to the south, and they are still interested in the ‘puzzle door’,
but they head back up (after spending half the morning removing their alarm
systems) to the crossroads, and enter the door to the west.
A really helpful, iconised sign, scratched on the inside of
that door in chalk, warned of possible rats to the north. Check. Pressing on,
the next door opened into a short corridor with a floor covered in caltrops.
Devon, the party’s designated door-opener, was not too surprised to see a
couple of goblins at the far side of the corridor, half-hidden behind a low
wall, gathering their weapons and readying an arrow or two. After letting loose
a couple of arrows at Devon, they ducked back down behind the wall as the party
readied their actions, carefully waiting for them to pop back up again. All
except Drogan who, in what will soon become known as ‘typical Drogan fashion’
charged into the corridor, ignoring and avoiding the caltrops, and leapt over
the wall, raging as he went.
The goblins got another couple of shots in before all of the
readied actions let fly, taking one of them down, and then Drogan rage
decapitated the other. That battle did not last long, and the party were
confident they could deal with pesky goblins with ease. The party filled their
pockets with caltrops (roll for damage every time they reach into their
backpacks?!). They felt they didn’t have enough alarm systems and needed more.
Confident, that is, until they reached the next room. The
brief, but noisy, previous battle, coupled with general chit-chat and possibly
not helped by the fact that a few hours earlier the Fortress had been filled
with smoke and the smell of burning flesh, seemed to have pre-warned the 4
goblins in the next room that something was amiss. This room had plenty of
places to hide. Almost as if it had been set up for it. And the goblins were
bloody good at hiding. Their tactic of popping up, taking a shot, and hiding
again was perfect for this setting. The party’s tactic of ducking around the
corner to avoid being shot at was a good one defensively, but did mean they had
pretty much no idea where the goblins were when they popped back round the
corner to take a shot.
Devon managed to expose one of them by setting fire to the
bale of hay it was hiding behind, which allowed Alwaith to get a hit on him,
but mostly the party were firing blindly at anything that looked like it may
hide a goblin. Frustrated, the party rued having no area of effect spells. This
was probably the first tactical battle they had faced, and it stretched out,
neither side taking very much damage, both sides waiting for a good opening.
When the last of the party decided to retreat round the corner, they heard one
of the goblins head out of a door.
We leave out ‘Heroes’ in the midst of a tactical battle,
knowing their presence is now well and truly announced, but currently ‘safe’ around
a narrow corner. The sneakiness of goblins usurping beetles, rats and even
doors as the bane of the group.