D&DEnc 18 – Dead in Thay – Session 6
Another 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).
While 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.