Session 4: The Elevator Room
Our first session after Christmas saw both Chris and Adam unable to make it, but there were certainly enough players to make up the difference. Ben and Paul got their first chance to play AD&D this week, and Ben was able to roll up a ranger! Our last session had seen the group find the duergar encampment and learn that the evil priest they were chasing was held there. So, of course, this session would see them chase the priest, right?
That would have been too easy.
1 Flocktime, 601 CY
Instead of the group going
east towards the duergar, they headed off
west, and made their way into the elevator room they discovered before Christmas. Unfortunately, Chris - who had the map - wasn't there, and Callun (who was playing the dwarf who identified the room) wasn't there either. I gleefully neglected to tell them what was going on, causing Reece - who had taken up the mapping chores - to get his map hilariously wrong as they exited the room on a lower level, believing it was the same level as before.
In fact, I did describe the passages differently, but the group didn't take note...
Thus it was that they entered a section of the dungeon that consisted of a number of shrines to the Norse gods. Although I'm running this game in Greyhawk, I've decided that the Frost Barbarian people worship the Norse gods (Odin, Thor, etc.) I haven't highlighted it yet, but Odin is being held captive somewhere - as he's the equivalent of Vatun in the Greyhawk cosmology.
(Although, to be fair, the original play in the Greyhawk game
did use some of the Norse gods - a lot of the ones we have today are later, literary additions).
The most prominent here was a temple to Loki, now inhabited by giant spiders, but something that might get more attention later was a large unopenable door in the room to the north which depicted a rainbow on it. (Students of Norse Mythology might have a clue as to where that door leads.) No-one in the party took especial notice of what it might be.
By now, their attention was turning more to how to get out of the dungeon; after a lot of confused wandering around and swearing at Reece, they'd finally identified the elevator room as the cause of their trouble, and searched everywhere in it for some way to trigger it back up. No trigger was found, and so they went looking elsewhere in the dungeon for a solution.
To the south, they discovered 13 hobgoblins - some were slain, some were put to sleep, and the remainder fled past the group northwards. As it turned out, they fled to the elevator room! The party followed them and, upon interrogating them, discovered that it would return upwards after a few hours. So, we had the amusing thought of hobgoblins and PCs sitting around a elevator room waiting for it to activate. (I feel like there should be a cartoon here). However, in fact the PCs kicked the hobgoblins out.
So, the group finally got back to the upper level of the dungeon and from there went back to the village. After a few days of healing, they returned once more to the dungeon.
4 Flocktime, 601 CY
This time they actually went to the duergar lair, but with Chris away, no-one could remember the code to disable the misty archway trap that led into the lair. Still, it had only six possible combinations. How hard could it be?
As it turned out: terribly difficult. The group took a large number of magical shocks - five in all - before they disarmed it on the sixth try. Sigh. The group didn't stay long though, just fighting a few skeletons and duergar before retreating (mainly for damage through the portal). And that was all we had time for this session.