Sunday, July 14, 2024

Salkan Soiree Ep22: The Drop

Run Date: January 17, 2024

PCs
Lucy: Lv2 Thief
Fenric: Lv1 Thief
Maud: Lv1 Shaman
Zen Po: Lv1 Crusader
Dalinar: Lv1 Ligerian Ravager
Mina: Lv1 Explorer

Hench
None

The Drop

Due to last week’s side venture, the group decided to focus on The Drop today. They’d spent the money on all that rope, why let it go to waste?

The travel there was smooth sailing, and the group found the volcano-shaped rise that signaled their location. They lashed some ropes together and spiked the top for some extra security; then headed down. Maud and her dog were sent down first to sniff out potential danger. Lucy followed after, but a hitch in the rope made her lose her grip and plummet to her death. She hit the stone floor with a loud crunch and desperately gasped for breath while her punctured lungs filled with blood (thank you Mortal Wounds table). After her untimely demise, the group realized they could have lessened the risk by lowering everyone and the final person doing the climbing. The Drop takes another life.

While Lucy’s player was sorting out a new character, the group settled into their battle lines and began exploring. They soon discovered a chamber; humid with a warm glow. Within was a large group of lizardmen, snoozing just outside a strange fungus that looked like a miniature sun. The chamber was filled with glass terrariums; a collection of colorful and alien fungi.

The party, not wanting to dance with the crocodilian monsters, moved back down the hall toward a different path. As they ventured forward, they spotted a cell with latticed door. At the same time they were swarmed by a horde of stirges. The group fought valiantly, especially when the dog began to take wounds. After making short work of the stirges, the party discovered the cell contained a prisoner: Mina.

I don’t remember if they shattered or picked the door, but they got her out just in time to find themselves approached from the rear by a squad of drowzy croc-men. One of the players chose this time to fill their language slot and negotiate. After many profuse apologies and using the stirges as a scapegoat, the crocs returned to their cozy chamber. Crisis averted.

Exploration continued until the party found a chamber with a cistern-style shrine. Maud lead the way with her spear and poked around in the water, curious if treasure had been stored in its waters. After grinding through smooth stones, she felt something metallic; and decided to dive in and get it. The group was happy to see a simple jeweled medallion in her hand when she broke the surface. This was enough to convince them to continue their diving.

Several more medallions were recovered before Maud’s hand found a smooth chain. She decided to give it a tug and found resistance, and with extra force popped it from its place. Oh right, I forgot to mention the group was suspicious of a trap and tied Maud with some rope. As soon as the plug was pulled, the whirlpool dragging her down began. The bottom of the cistern shifted and she began to sputter while the party tried to pull her in. At this point, I probably made a mistake by having Maud make a save vs paralysis; she got a Nat 1. I ruled that the knot hadn’t been tied properly and she went down with the water. Just before she disappeared from sight, the party spotted the plug: a platinum chain and large jewel the shape of a water droplet.

The cistern’s bottom opened into a chamber below, and maud found herself treading water. There were smooth stones within reach and she beached herself on one while calling to the group. Fenric was sent down with a light to retrieve her, and the group discovered an underground pond with shrine. Large “stepping stones” stuck out of the water leading to a small dais and niche. The pair headed over to look at it and found a statue of a long dead river or lake goddess. She was pretty much a sexy Ursula; tentacle hair, mermaid fin, big curves. Fenric and Maud spent a few moments looking over the shrine for any secrets but gave up as the clocked ticked and nothing came of it.

The group, having been happy with finding something, decided to start their egress. Fenric helped Maud up the rope and the party marched back toward the entrance. Upon arrival, they met with resistance: a gang of hobgoblins, the ones that had caught and imprisoned Mina, were waiting. It was clear the Hobs wouldn’t let the group leave without a fight, and weapons flew.

Dalinar and Zen Po rushed their lines, and a series of follow-up shots took down the rest. If there is one thing the party seems good at, it’s vicious blows.

The party left the drop and began their trek back to town, but not before one last encounter. Rising atop one of the hills, overlooking Sherbin’s southern road, was a giant stone head. The group stared at it for a little while, noted the location as Zardoz, and returned home.

Rewards (Totals)

286xp
240gp

Afterword

It’s been a couple weeks since I ran this game so I don’t remember if there is anything to note in review. At least, nothing beyond the usual “I need to learn dungeon crawl procedure better.” Oh, treasure is important. The group did discuss the difficulty in getting into the dungeon working as a means to stave off most adventuring groups, and that it should be rife with treasure opportunities. The jeweled plug pretty much made the delve worth it in their eyes, and they plan to go back for more.

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