The party decides to ride to Pembrose, spend the night, ride to the ruined keep, and investigate the spot marked “L. K. 3 keys” on their map. When they reach the underground lake, they are suddenly surrounded by a party of drow males and some Crushed Skull orcs. Belflin and the drow try to intimidate each other, and Belflin wins his check! What the party doesn’t know is that the drow and orcs are themselves in a stand off. So the party wriggles itself out of the situation and continues. The next day the orcs try to sneak up to the party as they camp having followed them home to their lair. But Belflin hears them, and they manage to ambush the orcs. Karamutenga slaughters many an orc tonight. Too bad Silas can’t wear his impressive full plate at night. His celestial dogs do distract the orcs and the resulting fight is fast an furious.
Some shadows are also encountered later that day and destroyed by the power of Muir that Silas invokes. Corian also manages to lure a Xorn away by using Fly and dropping gold coins…
When the party arrives at last, they find an anti-magic effect protecting a huge two-winged door and three hexagonal holes. Three key holes! They set up camp and decide to return.
At night they are attacked by a phase spider that manages to poison Belflin. He makes a saving throw for the first bite, but fails his save for the second bite. -8 to Con. Silas casts Bear’s Endurance, and the party manages to slay the creature. The cleric tries to heal Belflin, but rolls badly. The phase spider has been dead for a few rounds, and Beflin fails another save. -7 to Con. And Silas is out of spells. No scrolls and potions to keep Belflin alive… He writes his last wishes on a parchment, says goodbye to Dog the tame weasel, and thinks of the homeland… Time passes, and he hears the song of birds and a breeze heavy with the perfume of flowers. Arcadia awaits! …
The party is lucky to avoid encounters on the way out and ends up at the Church of the Ever-Shinig Sun in Bostwick. Belflin has to be raised from the dead by Jeffar. The diamond they had to buy from Angus Carl in Twain cost them nearly all their party treasure and they had to sell Belflin’s dwarven +1 composit longbow Str +3… But sell it they did and Belflin returned from the dead.
Everybody was relaxing, they wanted to know about XP, and so we stopped the game an hour early, calculated XP, rolled for hit-points, talked about the next steps to take, and looked at new spells.
Instead of using an initiative board we used index cards that we just put in the right order. That takes less space at the table which is good.
I hate to think that I wasted precious time yesterday cooking up drow stats. Today I rediscovered that the book has NPC stats in the back of the book. I love NPC stats with class levels in source books.
Vault of Larin Karr by W.D.B. Kenower – totally recommended! There’s tons of random encounters in the Underdark because you’re supposed to roll for an encounter every six hours and you can only cover 6 to 12 miles a day down there. And as the forest is huge with about 40 miles between villages, getting around underground is tedious and dangerous. You really need to know where you’re going or you’ll end up lost and most probably dead. I like the result. My players are cautious about the Underdark. It did not register immediately and running around in circles down there probably wasn’t as much fun. (→ 2007-12-02 To the light) I’ll have to ask my players about this.
I really loved how we played all the fights without battlemaps today! Yay.
Level 6: 17250 ⇒ 4312 per person