D&DEnc 18 – Dead in Thay – Session 5
At Tabletop Tyrants this week we continued events in the Halls of Necromancy with the heroes thoroughly searching the corpses of their enemies, gaining a dagger, scroll, potion and another glyph key, before placing the corpses back on the stone biers. The elf ranger Kelson Darktreader imparted a couple of nuggets of Lore before heading to the gatehouse.
The heroes wanted to spend half an hour here to allow the bards to recover one of their abilities and to perform a couple of Identify rituals, revealing the properties of the dagger (+1) and potion (water breathing). While doing this a Gnoll patrol came in and captain skill monkey convinced them that “the invaders” had fled through the east door. The non-too-bright creatures eagerly gave chase.
The heroes then moved on via the west door where Adam’s still mute ranger was barely able to prevent captain skill monkey from triggering a hidden pit trap. Opening the white gate for the party, Adam went through first – right into another of the pit traps! The rest of the party skipped past before lowering a rope and helping him out. They then entered the room ahead – the Temple of Blood.
As four clouds of red mist coalesced the heroes began searching the north wall and trying to open the northern doors (as the map Syranna had given them showed another room to the north but with no connecting passage) while captain skill monkey tried to disrupt the forming mist with Prestidigitation (to no effect). Once the mists were an sized and advancing towards them the heroes decided to flee south, pulling the door shut behind them as they squeezed into the corridor between door and white gate.
They began to regret this as the mist seeped under the door and swirled around them, beginning to drain their life-blood in the process. By the time they decided to flee through the white gate the tiefling bard had been reduced to a maximum of 5hp and the mute ranger had been dropped unconscious and had to be healed to stay in the fight.
Once through he gate they didn’t pause in the intervening courtyard but hurried through to the Wizards Court and holed up in the northeast chamber. They bolted the door and the ranger set a pair of hunters snares before they elected to try and take a long rest.
A little over 3 hours in and the door was being banged on loudly, the druid pulled the bolt back and hid behind the opening door as a pair of undead wizards (deathlock wights) entered and triggered the snares. Another trio of human voices could be heard still outside the room.
The heroes tried to bluff their way out of the situation and intimidate the trio of apprentices – one totally bought it and backed down but another became suspicious when captain skill monkeys eyes glazed over (due to a badly timed mental communication from the other tables leader) and gave his answer in the form of spellcasting and combat began. I had some truly dire rolls for the bad guys and pretty soon all that was left was the cowed apprentice who realised his mistake and tried to flee, getting a sword across the back from the ranger before captain skill monkey finished him with a Ray of frost.
Realising that they were unlikely to get a rest here the heroes decided to risk the Seclusion Crypt as they were in dire need of a long rest to restore drained HP and spells.
That’s where we left it this week, and the players were informed to level up to 7th ready for next week.