Region I, room descriptions and random encounters
Had a 6 week break from playing (we normally play 1/fortnight, but lack of numbers one time and me being away for Tech Ed Oz the other has restricted when we could play).
Party is in Region I and we resume after having had a tough encounter with chokers (I10 and I3) - including draining quite a bit of strength from one of the fighers and consequently running the clerics out of lesser restorations.
They decide that they are still OK and are trying to make their way east so that they are aware of all the escape routes back to Region E when I read out the room description for I16. The mention of 'purple slime' seems to freak them out and after the sorcerer lobs a fireball into to the room and I say that the slime is still there but now steaming they decide to back away and try a different tack. ?!?!?!?!
Next stop - I5 and the Disciple of Madness. This ended up easier than I thought it might, though the Exotic Fighter lost a +1 adamantine spiked chain on her first strike at it
Lots of arrows split it and eventually there were 6 puddings, but copius firespells that managed to beat SR eventually did it in, with the last one being killed with a pummel from the aforementioned Exotic Fighter (who had Resist Energy - Acid active). One of the characters did succumb to the chanting so I will be dredging up visions in the future and at inappropriate times.
They discovered the secret door to I4, but had the random encounter of the iron door clanging shut, so there was a mad race around trying to find where it came from, then paranoia set in and they were thinking about bugging back to the Celestials. I have a drow NPC with the party now (for search checks as the only other rogue with the party ran off) and he refused to go to E, so they didn't head back to Celestial Central and instead holed up in I12 before tackling the door to I4.
They were brown trousering themselves with misassumptions about the glyph on the door, but eventually made it through and also eventually found Eight Strike Fang. All of the fighters in the party are Chaotic in alignment. The only Lawful character is the sorcerer, and 3 Neutrals are a Mystic Theurge and 2 clerics, so an axiomatic weapon is a bit of a mixed blessing to them. There was serious discussion between those with item creation feats (including Craft Magical Arms and Armour) that they 'melt the sucker down' to use it to create other magic items <sigh>
This is where we broke for the evening, and there is a distinct possibility that it will be 2 months before we get to game again (once again due to people being away).
I am seriously thinking about having a rebel drow group enter I4 at the beginning of the next session - 1 - to speed up the pace of the game, 2 - to provide some intel as to major plot hooks in the region (the drow NPC is playing cards very close to his chest), and 3 - to take the focus off the special effects (room descriptions and sounds) which seem to just freak the party out and send them haring off after red herrings.
Thought or comments anyone? Especially from those of you who have been through here before - what made Region I memorable?