D&DEnc 18 – Dead in Thay – Session 6

news_20140310_1Another great session down at Tabletop Tyrants this week. My table exited the Seclusion Crypt and were surprised by the aging effect (a couple asked if it had any mechanical effect but I told them it was nothing that would be relevant within the season), and re-entered the Doomvault in the Dark Gardens.

Exiting the black gate they found themselves in the Dead Garden, the network of vines gave them concerns but they quickly switched their attention to the undead at the rooms exits (I split them evenly between the two doors). Still disguised as a group of Red Wizards they approached the group by the south door – and were attacked by the vines. Two pc’s got entangled but easily hacked/burnt their way free and the remaining vines retracted.

Captain Skill Monkey marched up to the wight who stepped in front of him and asked “Password?”, this certainly took the player back a little but he quickly countered with a bluff of “how dare you interfere with my business, stand aside!” the wight bowed apologetically and stood aside saying “apologies, Master” so that the undead formed a corridor to the door. The heroes walked to the door and as they picked the lock they heard the sound of a blade being drawn as the undead attacked.

The fight wasnt particularly long or vicious, with the skill monkey finishing the last of the undead off with a fireball (using his Evokers ability to shape the spell and avoid his allies), a quick search of the bodies revealed a pair of glyph keys to this zone and one of the wights had a magical longsword. Taking the time to perform an Identify ritual they discovered it was a +1 Elfbane (+2 v’s Elves/Half-elves) which the Elven ranger (ironically) took as a backup weapon.

Cautiously they entered the Pale Garden and after waiting to see if the skeletons reacted to their presence headed south down the path. I called for perception checks (against the stealth rolls I had made for the monsters) and while no-one spotted one they all located the second creature slowly on an intercept course. As they began assaulting it with ranged attacks the stealthier Shambling Mound lunged out and grabbed the cleric, dropping him to single figures in the first round as it pulled him into its bio-mass. The druid made a nature lore check and recalled the mounds immunities etc (oh dear, most of  Captain Skill Monkeys spells did either fire, cold or lightning damage).

 

shambling-moundWhile Captain Skill Monkey tries to tackle the Mound engulfing the cleric, the ranger and druid hustle down the path and try to lure the second mound into a trap of smashed oil flask. The beast rumbled over the oil obliviously. Realising the cleric had stopped struggling skill monkey headed down and joined the others, igniting the oil as he hit the mound with a sacred flame. The players then found themselves on the path between both mounds.

The ensuing combat was brutal with the mounds hitting hard, though being unable to engulf anyone else. Eventually the heroes  hacked the piles of vegetation apart and pulled the desiccated corpse of the cleric free before taking refuge in the next corridor. As they paused to catch their breaths the clerics body began to twitch…

I know in the adventure it says there are three mounds but as I only had four players this week I thought two would be plenty, especially as the party consisted of a ranger. druid, cleric, and captain skill monkey (cleric/bard/druid/mage). The cleric player has said that he wants to come back as undead next week, which should be fun.

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6 Responses to “D&DEnc 18 – Dead in Thay – Session 6”

  1. Hey Mic, really enjoying reading this weekly recaps of what is going down the adventure brings back so many of the best memories of playing D&D. Which, for me, 4e for all its strengths, just left me cold in the end. The more we’ve played 5th and seen the prospects for what is coming down the line, the more I am pleasantly pleased with what I see. I see now, for instance, reskinning one of my favourite adventures, UK1 the Sinister secret of Saltmarsh, would be a doddle under 5e.

    Anyway toodle pip, keep up the good work.

    • Thanks Dave, glad you’re enjoying my ramblings. Reskinning classics should be really easy under the new rule set. Next weekend I’m going to be running an mini-adventure from the old Forgotten Realms Ruins of Adventure at the Starbase Leicester Roleplay night using the playtest rules.

      I think Shane in Nottingham has done a Next conversion on the Saltmarsh adventure too.

      Gives us “old-timers” an excuse to bring out the classics for an airing :-)

      • Absolutely but the thing about 5e I’m digging so much is that it makes it easy to convert any module, from practically any era, so we’ve got a weatlh of classics, many have never tried. That with a bit of work can be make to be even better. Now my exams are done (this morning was the last) I might even be tempted to run a game for us one Sunday evening ;-)

      • Excellent, looking forward to it. I’d love to try running the original Ravenloft module under the new rules but it needs to be ran in several longish sessions to get the most out of it B-)

  2. Great Write up–curious what your opinion of this season is overall? As a player I would rank it up there with some of the all time great Encounters Seasons [Dark Sun, Fae, etc.].

    • I’m really enjoying it. I’d probably say its in my top 3 of the seasons we’ve ran (the other 2 being Storm over Neverwinter and Murder in Baldurs Gate).
      The chance for both players and DMs to experience the higher level play mixed with the massive variety of monsters is brilliant.
      My only concern is that we’ll reach the end of the Sundering and the only place you’ll be able to see the ramifications for the Realms will be in The Herald.

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