The party, now through the front door of the Margrave’s mansion, charged up the stairs and took a left turn, trying to find some more trouble. While they moved quickly down the hall, the pair of teeth from before appeared to interject and let them know that reaching the Margrave wouldn’t be that easy. It stated that they needed three items in order to access his inner chamber, in three separate rooms.
The party, confused by the teeth’s forwardness and suspicious of a trap, agreed to be led to the first room at least, and walked a short distance through rotting hallways to find a room littered with dirty dresses with a couple of devourers standing within. Devourers are demons that thrive on the lifeforce of others, and a dangerous enemy, which they found out shortly.
They charged in, confident and unsure how to handle their enemy. The two viscera devourers are ineffective in their first motions, unable to attach their tendrils onto the party, and the battle swings easily into the party’s favor until a larger spirit devourer came around the corner. It spent a turn threatening the party until its main ability went off, the ability to consume a PC, removing it from the board and slowly chomping on it. At this time, the viscera devourers managed to get a hold onto a number of PCs, and they found themselves in a spot.
Every member of the party found themselves inside the horror space that was the spirit devourer, and the draining ability of the smaller devourers kept them alive and the party drained. Deep in the combat after a lot of tricks had been pulled, the cleric called pulled into the spirit devourer’s void and went unconscious, putting on the pressure to save him. A few well-placed dailies and a quick save from the doppelganger dropped the devourer and expelled Kasul. It only took a few turns to finish the remaining monsters.
The players wanted to rest immediately, and only through some coaxing from the NPC did they look around to find a safe room to rest in and the first item, a soul vault and the attached key that locks it. They grab the key and then bed down for the afternoon, to gain back their powers.
They wake up to the teeth again, floating and taunting. It informs them the next item is right across the hallway, and they step over into what is called the corpse room, to find a pile of corpses about 15 feet tall and 30 feet wide. After some vomiting, they notice that some of those corpses were moving, one headless and floating, and two brute zombies.
The wizard proves his merit in this fight, first putting an illusionary wall around one zombie, which locks him out of combat for a good three turns, and then dispelling the extremely dangerous blade storm that the headless corpse had placed on them. After that the lethality of the creatures was seriously nipped, and it was mere running and gunning after that. The headless corpse continuously did a shockwave that pushed melee characters back, but the swordmage used this as an opportunity to charge the enemy. The battle didn’t last long.
After the finished the combat, they stepped behind the pile of corpses to find a book of necromancy specifically linked to this pile of corpses. The wizard even managed to raise two zombies, which immediately attacked him. With two items in their hand, they stood a moment and waited for the teeth to reappear.
Monday, January 12, 2009
Game Report: Chattering Teeth
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