Thursday, November 7, 2019

Game recap Trial by Fire / Dwimmermount

November 3rd 2019

First game with the new players, I met a friend of a friend who was brought up with 3rd edition. This is going to be interesting. We created characters and barge ahead.

All 6 pcs are childhood teenage friends. Bored with life and with not much personal prospect, they decided to explore a local legend. Being from Adamas, a good sized city, they marched to Muntburg, a fortified town that used to be a trading post to The dwimmermount complex and tasked with protecting a mountain pass. This is where we start, in the hall of the in where they paid for the night and must make it or die trying (more on this later).

Local kids constantly try to open the great doors of dwimmermount, at the top of a log winding stair, but it’s held fast by a force field. Rumor has it that some party managed to get in recently and that’s why our protagonists are there. Turns out the keep on the borderland was attacked by a small band of humanoids too, and in early spring, Muntberg will probably not send an army to help as the mountain pass is too treacherous.

Our group decides to try the red metal doors the following morning... they are unlocked and unprotected. The inside of the place seems built of concrete blocks, there is a lot of empty cavities in the ceilings, which varies from 10 to 15 feet’s. Interior doors are reinforced wood. Inside they find a hall with statues of the old gods, with the heads replaced by the head of Turms Thermax, a mage tyrant of ages past. After a bit of exploration the group happens find a giant face on a wall, all rusted. There is some debate on the value of oiling it but the owner of the lamp oil prefers to keep it for an emergency. She might not have the final word.

They get in a fight with artificially created boarmens who turn out to be immensely rich. This fight went quite well so after discovering another interesting room with a rune covered pedestal, realizing another group is close by, they position for an ambush. The new arrival is a party of 5 adventurer. Our group gets surprise and start the fight well enough but a critical mistake is made, they let the mage cast sleep. Only our oil carrying thief is not affected. After some botched negotiation, the enemy party leader stabs our friend and the party get out of dodge. Turns out everyone survives except her.

After using the oil on the face they realize it’s a frat source of information and ask them where the treasure is. They get an answer (200 feet south, 40 west) and go back to town.

There, they meet the Five Delvers at the same in. After some tense discussions, it is agreed our party will take the west side of the “Path of Mavor” while the delvers will take the east side. Nobody thinks anyone trust anyone else, but it’s better than another fight.

A week later a second expedition is launched, where our group tries to tie the door using the bar holders and go south through the Path of Mavor and take the last door on the right. This room has 6 large floating bubbles, with the look of a silvery metal, but very dark. Some of that stuff seems to be leaking up from a fissure in the floor.



Cast, in approximate order of creation

Inquisitor Cleric
Second rate Fighting Man now wearing a boarman’s scale armor
“Sir” Hammerlock the Warmage
Corsair Figher, mostly an archer
Lara Jones, Tomb raiding thief (now deceased)
Necromancer

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