The sages have sung, the seven weirdstones have been gathered, and the clouds crack apart to reveal...another session report of Kharmlund!
In this session of Kharmlund, we see our first levelup and magical item as the party goes deeper...deeper into the depths of Kharmlund (about a hundred or so feet deeper. The...the point is the map is getting mapped more:
Our players this time around was:
Turk - Level 1 Assassin
Half-Elf - Level 1 Bard (I do not know his name atm)
and two Dwarves - Ori and Nori, because the Dwarves of Lester's Folly weren't a fan of how people might be getting killed for a single GP, so they were concerned about negotiations for "shares".
---
So far, the party hasn't had much, er, direction to what they've been doing, basically just choosing a different direction each and every time, and this was mostly not any different, they decided to go south from the intersection containing the strange altar that shocks people, and found and open room where a pack of Kurgan's bandits were chillin' and talking to one another. I gave them some useful information(through the bandits): Kurgan rewards handsomely for magical items and artefacts brought to him from Kharmlund, and these men were discussing how to get the dagger(assumption was it was magical, otherwise why protect it?) from the altar - the party was offered a large ruby(100gp, 10 coins weight) if they could figure it out..
The party thought of taking this on, but instead decided to head south into a large room where they discovered a cabal of the verminous ratmen, who were, funnily enough, also discussing something - how to get water from the wall-face from last session. They wanted the password(they scream at it and it gets angry and unleashes a gelatinous cube on them) and bartered mightily with the party for the password, including the "stick" one of them was carrying (actually a magical wand, but). After getting the "password" the rats scurried off. The "stick" was thrown backwards as a reward and the ratmen ran off to get access to basically just free water, I suppose.
Ah well. Onto some searching for hidden rooms. There were four in this room, all on the west wall. It's a big-ass room, too. After some kind and clever searching, the PCs were able to find for themselves a couple hidden rooms. One of them was basically just a "how cautious are you" test, with a lever in a hole in the wall - just reach in and pull it! I didn't get this idea from rewatching The Mummy Returns at all. Anyway - they opened it - nothing inside. Just a fun prank, having a laffy laff of a time, friends. The other one was a kind of military Cache - stored away and hidden by Arin-Vosdht(orc) runes. After some guessing, they party arranged it and got their first magic item - Dracondir! It's a hammer for dwarves, with cool runes inscribed on it and the - and I swear I rolled this randomly - an ability to detect gold in a 40 foot radius. With that finished, I promptly pulled out a shredder and fed my maps and notes int- no I'm just kidding, but I have, with this simple item, changed the nature of the campaign hilariously, as players will be able to have far more lucrative delves going forward. On session three. Ha ha. Oh well, this means faster level-ups and likely will take away some focus from the actual Kharmlunding - but that is entirely okay, the campaign only starts at Kharmlund, and won't be ending in it unless that players choose to do so.
They did their first ping and located a treasure cache nearby. Eastwards, so naturally off they went. They found a goblin brewery northeast from the big ping - goblins chillin' and offering brews. Nominally, allies or henchmen of Kurgan, but just happy brewmasters looking to get wasted and placated dangers with brews. Otherwise they found, in no good order - a floating glass orb with a giant ruby inside alongside many poisonous spiders. Turk remarked there's no ratmen around when you need them. There was also a reading table, and a book of a man writing a memoir of his regrets (said regrets were mostly just him bragging) with many pages earmarked. They did find the last major get of this floor, the blood-drinking box. Basically it's a treasure chest with fangs, feed them things and then it will open. After some negotiating with the henchmen, Ori took the chance - he died. Nori wasn't too happy with how things went after this but he wasn't going to cry about it - accepting a share instead of a wage for his silence on the cruel throwing away of Ori's life (and the discovery of the lost hammer Dracondir). They got a decent get for it - a gem worth 1500 gp. With that, the party decided that enough was enough, time-wise and left Kharmlund, passing all WM checks with no attacks. Money money! We got some levelups and such, so the party will be better served, but I'm very curious exact how Dracondir will change the campaign going forward.
No comments:
Post a Comment