Rise Of The Snakemen [Forgotten Realms]

Kurzak T said:
I'm usually just a lurker/reader, but you've posted a lot without much feedback and I didn't want you to get discouraged. I enjoy this kind of adventure log format. It makes me feel like I was at the table with you guys.

I'll freely admit I was starting to get that way, hence the long gap between posting the logs for sessions 24 and 25. And thanks, that is exactly why I write the logs this way, because I think it makes it easier for those people who aren't in my group to connect with the storyline. Also the reason why I include the player handouts (where possible).

Still I have a LOT more to write, assuming this campaign doesn't end prematurely, it should run up to and maybe into Epic levels, theres a lot more to this plot than the PC's have discovered thus far.
 

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DM's Log of Session Twenty Seven

Pairing up, Zamtap and Ash took first watch, with Ki and Aeron on second, and as Aeron's ring of sustenance was now functioning properly, he took third as well with Gylippus, Jebodiah happily sleeping the whole night through. After waking, wolfing down rations for breakfast and breaking camp, the group made their way through the abandoned visitors quarters to a section of the corridor blocked by a double portcullis with 10' of tunnel between them, the passageway continuing deeper into the Lode behind the barriers. Working together, Ash and Jebodiah heaved on the first portcullis, and lifted it up, jamming it there and walked forwards towards the second portcullis, their weight triggering the trapdoor in the floor!

Falling 40' down onto spikes was bad enough, but the party then realised the scale of their predicament. The trap was too wide for Ash and Jebodiah to be able to brace themselves against the walls and climb out that way, and the walls were sheer stone. Further, as a quick search of backpacks above proved, nobody had thought to bring along rope. What ensued was a long heated argument (punctuated by moans from below), that was eventually resolved by Aeron's ingenious idea of stripping the guy ropes from Zamtap's tent, tying them around his ankles, while Zamtap and Gylippus braced against his weight and him hanging down the side of the pit. Now able to see the pair below, he was able to levitate them out using his innate ability as an air genasi.

While Zamtap busied himself with healing the pairs wounds, Gylippus set to work disabling the pits mechanism, jamming it open, and once that was done, the group edged past it on the narrow 1' lip around the drop. Wrenching open the second portcullis, the group advanced deeper into the old dwarf hold, discovering a room that held the winches for the portcullises, and then a small temple to Vergadain, horribly defaced with excrement smeared over virtually ever surface. Though they could make out several smaller chambers branching off from the main room, none of the group wished to enter and endure the smell and any possible contagion within.

Opening another door, the party advanced cautiously into what appeared to be a scribes quarters, Gylippus and Jebodiah heading up the group, one checking for traps, the other opening the various doors when the rogue pronounced them safe. Finding an old scriptorium, Jebodiah elected to search the room, while Ash took over his place beside Gylippus as chief door opener.

Unfortunately for Ash, the next door they opened, led into a large lounge, with a roaring fireplace... and five kobold sargeants, three of whom immeciatly lauched themselves at him, while a fourth hung back and the fifth ran from the room calling for aid. A furious melee broke out, with Ash trapped in the doorway and only slowly able to advance into the room, the rest of the group hanging back behind him until he cleared enough room for Ki to dart in and tumble around to add his daggers to the fray. The fourth sargeant then charged into the monk and the fifth returned from where he had run too, with reinforcements hard on his heels. Gylippus cast a Mage Armor on himself and ducked into the room, seeking a good target, only to be laid low as the remaining sorceror from the previous day dropped him with a Tasha's Laughter, the rogueish wizard suddenly finding the whole fight hilarious.

With the sorceror came two priests of Kurtulmak and the kobolds King as well. Hearing the ruckuss coming from the chamber through a door in the scriptorium, Jebodiah opened it and saw another door 5' in front of him, the noise clearly coming from the other side of that. Stepping forward to it though, he again felt that plummeting feeling as he fell 60' down a narrow shaft, and then slowly started to climb his way back out, bracing himself against the sides of the shaft, all the while kept company by the distant sounds of carnage.

Back in the lounge, Ki, Zamtap and Aeron were making short work of the sargeants, a couple Gedlee's Loops stunning them, for the monks daggers and the priests warhammer to dispatch with ease. Without them to concern him, Ash charged across the room, ignoring the maces swung at him by the intervening priests and barrelled into the sorceror, cutting him down before he could lay waste to the group with any fireballs. Though one of the kobold priests then simply healed the sorceror up, as the King advanced on the paladin to try and bring down the man who was clearly the greatest threat to them. Chopping the sorceror down again, Ash then turned on the King who was being bolstered by one of the priests, the other being handily dispatched by a well placed Scintillating Sphere cast by Aeron who had now moved into a corner of the lounge. As the tide of battle swung in the favour of the party, so Jebodiah finally hauled himself out of the pit.

DM's Notes:

Wow did I laugh this session. The pit traps were funny enough, but the way the group didn't bring any rope was just classic, as everyone started blaming everyone else with the old "Well I didn't bring any rope cos you said you had it!" Classic comedy, and then Jebodiah falling down what (in my opinion) was a really obvious pit trap and thus the group having to fight the full might of the best the kobold tribe have to offer, without their barbarian was the icing on the cake. Ash fought really well this session, and Aeron is scarily good at picking his spells, setting up the kobolds for Ki and Zamtap to knock them down. I only hope the next session is as fun as this one was.
 
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Thank You, for sharing the running trials of The Party With No Name with us. I admit to being one of those lurker/looters who mine EnWorld for help and Ideas. But Your story hour is as good to read as any of the many novels I have read. Plese keep up the great work.
 

systor1 said:
Thank You, for sharing the running trials of The Party With No Name with us. I admit to being one of those lurker/looters who mine EnWorld for help and Ideas. But Your story hour is as good to read as any of the many novels I have read. Plese keep up the great work.

Ummmm... wow. That is very high praise indeed. Thank you, and I'll do my best to keep writing in the style that I do.

As for The Party With No Name, they are actually now thinking of changing their name every time someone asks who they are, so they might soon become The Party of a 1001 Names!
 

hi there brakkart great job. took me a few days but finally read it all. heres to a quick update
subscribed to thread as well

keep up the good work dudes
 

Brakkart said:
As for The Party With No Name, they are actually now thinking of changing their name every time someone asks who they are, so they might soon become The Party of a 1001 Names!

it'll take a while, surrendering kobolds have more important things on their minds ;)
 

Hey Brakkart!

I really like reading your story hour, good way to do it like that. keep up the good work :)

I originally started reading it because i was on the lookout for ideas for my FR campaign, but i return frequently to see how the story is developing. really great
 
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DM's Log of Session Twenty Eight

Running down the corridor and into the lounge, Jebodiah caught up with the rest of the group in time to see the King fall to a combined attack by Ki and Ash, the paladin dealing the killing blows to the kobold monarch. At that the resolve of the remaining kobold priest broke, he throwing down his mace, and prostrating himself on the floor, tail up in the air.

From the priest the party learn that the main passageway between the gatehouse and further into the Lode was collapsed by the dwarves when they departed, but that the kobolds found a hidden tunnel which leads south. They also learn that the only group of kobolds to explore down this tunnel, several years back, never returned. In return for sparing the rest of the tribe, the party take the magical items of both the master sorcerors, the king and the priests, gaining a couple wands, a belt, a short sword, a couple pairs of bracers and a nice haul of various potions.

With the kobold tribe massively depleted in strength and numbers, the party feel safe enough in camping out in the upper level of the gatehouse for a day to rest up before proceeding further into the old dwarf hold, and they observe the tribe packing their things, they knowing that this home has become unsafe now that the portcullises have been breeched and the major strength of the tribe wiped out, the remaining priest, warriors and junior sorcerors knowing that they could never hope to defend the place against another attack.

So it was on Nightal 8th that the group opened the entrance to the hidden tunnel and proceeded further under the mountains, marching for more than 10 hours before the tunnel turned suddenly turned to the west and then again south, the sides of the tunnel featuring several doors. While Gylippus easily spotted and disarmed the first trap the party encountered (the mouldering kobold bones at the tunnel sides were a dead giveaway), the second proved tricker and a lightning bolt zapped along the length of the party )who were forced into single file by the narrowness of the passageway). Hanging back then, the others watched as Gylippus and Ash went to work, the sneaky wizard spotting and disarming traps and picking locks, while the burly paladin would take the risks by moving forward first or opening the doors.

To his credit, Gylippus only missed one trap, and that was because Ash got impatient and stepped ahead of the mages careful searching, getting blasted with a Flame Strike as a lesson in caution. Though the going was slow, it was safe from then on, and the party soon found a staircase leading down, and then a large hall in which a number of dwarven constructs were stood motionless, from the way their arms ended in hammers, picks and drills, it was clear that their primary use had been in mining. As the others studied a map engraved on one wall, Zamtap started examining the basic automatons, looking to pry loose a few parts for the Gondsman he was putting together.

It was while doing this that he noticed the constructs were all facing a central spot, and that lying there was the smashed form of a strange metallic beetle. Trying to move it,. he noticed the head of one of the constructs move to follow the beetles path, and so threw a blanket over it to conceal the beetle, dragging it away then without further inciting the constructs.

Dragging it into an adjacent chamber and (with a little help) hauling it onto a stone table, he set to work examining the strange thing, soon joined by the others, with Aeron and Gylippus taking an interest also, the rest of the group standing about and watching the trio get to work. the beetle turned out to be a very advanced type of construct, clockwork in nature, and between the three they soon worked out what it was... an Electrum Clockwork Horror. Explaining their finding to the rest of the group (along with a description of just what the horrors are capable of), there was some discussion on whether the party should turn back, no-one really wanting to confront a hive of the things.

Aeron and Zamtap were adamant though, they had to be destroyed, the genasi stressing that the horrors were a threat to Faerun every bit as nasty as the Yuan-ti, while the priest cited that such things were abominations in the eyes of his church, Gond's dogma being that the purpose of technology was to make life easier and serve humanity (and gnomekind too), not to annihilate them. Convincing the others that they had a hell of a fight ahead of them, the spellcasters in the party adjusted their selection of magics for ready on the morrow, taking into account the immunities of their foes to be. The party rested, knowing that they would need to be in full strength for the onslaught to come.

DM's Notes:

A session light on combat, but high on roleplay this week (who'd have thought that in the midst of a Dungeon Crawl?). I like to vary things. The evil DM in me was tempted not to have the ruined horror in the hall, and let the players walk into a battle unprepared. I decided against it as I have a lot of campaign plotted out after this and I do actually want to run it.

Having said that, I purposefully picked the Clockwork Horrors for a few reasons:

1. They are truly nasty opponents, and I was sure that Phillip and Gareth could really get some good roleplay out of facing them.
2. Zamtap is close to 8th level, which will be his first of Techsmith wherein he will gain a Gondsman (construct bodyguard). Thus I wanted a technological foe, so that he had a good source of the various mechanical bits and pieces he will build this thing out of, giving a logical reason for it to suddenly turn up.
3. I'm a big fan of Stargate SG-1 and the Clockwork Horrors make for a nice homage to the dreaded Replicators. This was commented on by most of the group!
 
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