Episode 3: The Shard Part 2- Den of Theives
Present: David (DM), Jeremy (Cascaeda), Ron (Karasht), Jane (Dekuuna), Ryan (Mu-Ahn), Nik (Arion)
Sizor and Voltag went back down the mountain to get the rest of the players who didn’t get the memo.
And we’re still at Level 3. Ryan “I HATE that level!!”
Tons of new systems in play: 1. One initiative for the entire thing (dungeon).
2. To make encounters quicker, if you take your turn in less than one minute, you get a token that gives you a +1 to any die roll you want (no stacking). If you get three tokens, you can trade them in for a +2 bonus. If you get three +2 tokens, you can trade them in for a D100 roll on the Random Table of Things (all positive—like moves, roll bonuses etc.)
The group is sitting outside of the Makyne. Sizor says, “If everyone’s ready, I think we should go in…” C: “Do we have any idea on what to expect from here?” Sizor: “This has all been explained…we should go into the Makyne and look for shards or any useful information—there might be hidden ones that have not been found yet.”
After careful deliberation, we enter the fortress.
We get a card that lets us REWIND time and avoid TIME PARADOXES. It’s a one-time use card. You can REWIND his REWIND!
A time period ensues where the use of the word “REWIND” was used A LOT.
Then DM demonstrates his epic clapping skills. Followed by Ron and Ryan clapping in unison.
Sizor is with you, but DM isn’t going to play as him because that wouldn’t be fun.
The first room is covered in claw marks on one side and the rest of the room is excessively dirty. It’s dirty as if it were the first room everyone had to walk through. C wants to do a check on the claw marks. They are claws of different sizes and types. Initiative begins. You can see through the hall.
A “C’Mon guys!!” He runs down the hall. The room is dank and musty as if there was no reason for anyone to explore. He yells this information back to the group
K: “So you can attract the attention of all the undesireables we’ll eventually have to fight!!”
Jeremy: “Why don’t you perceive if you can see anything or hear anything?”
Mu-Ahn: “Why would there still be doors in an old ruin?! There’s no one in there, just GO!”
Karasht listens and hears nothing.
DM: “There’s noone in there, just GO!”
Mu-Ahn: “Of COURSE it’s a wooden door, we’re in a ruin!”
C opens the door to the room. It is pitch black inside.
Ron: “SHIT! BATS!” (Bats were added to the initiative order)
The bats start doing stuff. And the bats are all numbered.
C attacks the bats, they vanish, then reappear.
I’m not going to keep tracking the battle. There are fighting things.
Mu-Ahn “If there’s anything in this room, I can steal it and they won’t even know!”
Mu-Ahn has moved the opposite way from the group. There’s a room of hammers and HODM (“wHore O’ D’Mountain”, apparently, NOT half-orc death mage)
In one of the rooms, there is a door at the far side. It’s an iron door with three 1” diameter holes in the center of the door.
Jeremy: “In the DND equivalent of a filibuster, we are now at Nik’s mercy for as long as he can hold this up…”
On the Stuff table, Jeremy gets “The Switcheroo!” Which lets you switch around the order of initiative before battle begins to whatever he likes.
Ron gets: Chess Knight (move action attack thing)
Jane double-crits and THEN crits the damage! Go me!
And then Mower saves the day with his encounters!
We defeated some bats, (but they kept coming… so we ran out and shut the door behind us) and then we went to another room where we fought the HODM and some really, really strong hammers. The room after the room with the HODM is huge, with a hole in the floor with glyphs surrounding it—one (hole) is black and one is red. There’s a raised area of the map (literally) and when you jump up, you can see a blue hole not unlike the red and black ones.
Hole info: It is ancient magic that is somehow tied to the shards, but you can’t tell what exactly.
We come to another campsite (this time inhabited). You see black legs and arms sticking out of the tents and a fireplace blazing. Sizor sees them and smiles. “Look over here, there’s a shard. Let’s take it and get out of here!”
Mu-ahn attempts to stealth into the room. Natural 20!!! Plus 9!! He is SO stealthy. He sneaks into the room and takes the black shard. As he’s exiting the room, he uses his REWIND card to go back to the moment when he sneaks OUT of the room (the first time the guys wake up)
Mu-Ahn: “There’s one thing I do well, and that’s stealing things from sleeping people!”
Mu-Ahn rolls 4d20 and kills 4 minions in under a minute! Good going!
There’s a chest in the room—and it’s locked. Luckily, there’s a fellow traveling with us who is skilled in Theivery. Mu-Ahn has to succeed two times before two failures. Which he does. With another Crit. I know, right?! Inside of the chest, hanging from a string hanging from the lid is a potion, The Potion of Knowing Resistance. (When you drink, resist 5 to last damage you receive).
We saved the day and rescued three shard hunters who were totally getting their asses kicked. They retreated to their tent. Cascaeda asks the group how long they’ve been in the Makyne, they said about a day. The SH’s also hadn’t encountered the room with the door.
Mu-Ahn intimidates the three SH’s (Jiminy-Jam, Simmy-Sam, and Flim-Flam) into coming with the group, but Jimmy-Jam and Simmy-Sam are staying behind at their camp to rest up.
Three hammers from the camp seem as though they might fit into the three holes in the door we encountered.
Nik and David have a pissing contest about whether or not Nik will die when entering a room full of trancing Drow [Ed.- In truth it was about if Nik character Erion would know what was over there and do that. He was just trying to fuck with the game.]. The result is that Nik decided not to do that.
We try some options to try and open the door in the first room, but meet with nothing. We put the shard in the hole, it glows, but nothing else happens.