Friday, March 23, 2012

C&C Session 2 at Guardian

Just finished session #2 over at Guardian Games! This week, Dan was able to come, and rolled up a mysterious Druid. So mysterious, he's never even mentioned his name - he just threw in with the party as they set off to track the bandit Gritznak and his band of goblins. The 10 of them (Czarh the Halfling Rogue played by Matt, Bozniak the Human Knight played by Jon, the mysterious Human Druid played by Dan, the six militia men, and Klint the Leper) set off to follow the Gnoll and his wagon load of ill-gotten gains. The elder of the town, Eryl of Hoskin, had secretly put a hole in one bag of grain, so there would be a trail for the party to follow.

The party tracked the Bandit north along the Dunderry river to a stone bridge where the wagon crossed. Spotting the grain trail, Gritznak collapsed the stone bridge and forced the party to backtrack half a day's journey. After fording the river and setting up camp, they spot a strange blue glow on the horizon. The next day, they follow it to the northeast, choosing to follow it instead of the tracks that Gritznak's warband had left coming into town.

Along the way, the party was beset by mischievous pixies, engulfed in magical darkness, and warned by a gigantic ghostly serpent, among other things. Despite each of these trials, the party continued on, and came upon a ruined tower of white stone, with a majestic Lammasu standing guard. The Lammasu proved to be friendly, and guarded them while they slept for the night. The gnoll bandit and his goblins were not here. Czarh was able to read a bit of inscription along the inside of the ruined tower. "When all the Towers of Hithel are located, the way to the Tree of Life will be made clear." According to the Lammasu, though, All other Towers of Hithel were destroyed.

In the morning, the party continued northwest through the hilly terrain, catching glimpses of a black tower in the distance. Horns rose like a crown from the top of the tower. When they crested the final hill towards the tower, however, they came upon only a pile of wreckage. Outside, they found the cart of the village, empty, and signs of the horse being butchered. The blood trail led into a hole in the wreckage, an entrance into a subterranean lair.

Slinking down a set of stairs, Czarh found a group of four goblins, who the party easily dispatched by luring them out with cattle calls. Instead of an easy meal, the goblins found an ambush! The last goblin was tortured for info and revealed the demon statue inside was a magical alarm. It could only be disabled by a blood. Each member of the party let a drop into the bowl, which boiled and smoked, but the party was able to pass with no ill effects.

The party then went, room by room, through the gnoll's lair. They passed through a store room and several winding passages, avoiding a sagging floor which looked like it might crumble if passed over. They found a stable room where six riding wolves were kept, and a gnoll stablemaster kept coming in to quiet the barking animals. Czarh hid beside one of the stables and when the stablemaster turned to see what the wolf was barking about, BAM! Backstabbed! The stablemasters four goblin servants burst in, but were quickly dispatched by a swarm of heroes and militia men.

This is where we stopped off for the night. This week we won't be meeting up because of Gamestorm! (though I've been too sick to go the first two days)

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