Adventure 4

Party Members:
Hammar – 2nd Level Cleric
Cloverdung – 2nd Level Ranger
Bone – 2nd Level Fighter
Kavis – 2nd Level Fighter
Othello – 2nd Level Thief
Gubikla – 2nd Level Magic User

 

So, we find our heroes back in town, recouping from the last run-in with monsters. The gang stumbles upon Kavis, who has recovered from his hill giant drinking contest, and have him join up for a return to the last burial mound visited without him.

The group barters amongst themselves with the various treasures found earlier in an effort to better strengthen the group with better weapons. Other treasures are sold off to the local shop keeper.

Gubikla inquires about magic scrolls from a wanna-be magic user in town, Borris. If we deliver a package to the druid Carnifix. Borris gives us a much warden-laden package to take to Carnifix. We decide to deliver the package and then finish the mound on our way back.

While traveling out of town on the road, Cloverdung notices a large black cloud. It is headed their way. Birds! Black birds. A large group of them flying towards the party. As they get closer, most of the birds peel back and head toward town, while a small group head towards the gang. Preparing for the battle, the characters draw weapons and wait. Kavis wants to start a grass fire, hoping to shield us from the birds. Cloverdung lights a torch and sticks it in the ground in case needed. No one else wishes to start a fire, so they wait. Swoosh. Birds are in melee. Faces are getting pecked, feathers are flying. It doesn’t last long. The birds are quickly dispatched. Kavis collects small copper rings that are on the legs on the birds.

After the encounter with the birds, the adventurers come across a common campsite to stay for the night. The guys divide into three watches. Gubikla and Hammar are on the last watch when Gubikla sees something in the distance. Hammar does not see anything becasue he has fallen back asleep. Gubikla wakes the rest of the party, except Hammar. The awakened party members notice there is a large group of zombies and skeletons headed toward our campsite. There are over a dozen. Kavis wants to start a fire and burn the undead as they approach. Again, no one wants to start burning down the prairie land. Especially on our way to visit a druid. Kavis sulks.

Sudddenly, Hammar is startled awake and he casts Sacred Flame, almost like a reflex. Poof. The grass between us and the undead burst into flames. A couple of the zombies wander into the fire, burn, and die even more. Kavis is happy. The rest of the monsters walk around the fire and begin their attack. While zombie body parts and skeleton bones are being slashed and smashed, a flapping noise appears overhead of Gubikla. No one sees anything, but there is defintely something hovering above his head. It appears there is an interest in the package Gubikla is carrying for Borris.

Gubikla casts Thunderwave in the direction of the flapping sound. Apparently, something is there becasue there is a high-pitched screech of pain followed by the appearing of a quasit as it lunges for Gubikla. Gubikla and Cloverdung fail their saving throws versus fear, so they begin to run away.

Othello impales the Quasit with a bolt, sending it back to the nether-regions from whince it came while the remaining party mebers fight the undead. Hammar turns undead and destroys 4 of them instantaneously. Bone and Kavis crush the rest.

By this time, the ranger and the magic user stop running in fear. Danger has been stopped. Some party members bind their wounds and heal up. A voice in the distance can be heard, “Curses. I will get you yet!” We load up our gear and continue on our trip to the druid.

Upon seeing the sign on the side of the road “Druid this way ->” pointing into the wilderness, Cloverdung rotates the sign 180 degrees, for future travelers. While traversing the rolling hills, a few people see a hill giant approaching. Kavis wants to start a fire in the grass and somehow make it defeat the giant. No one else wants to start burning the lands.

Cloverdung starts running, away to the left. Some of the other people want to fight the hill giant. The smart characters start hiding. A couple are still debating a battle. Finally, all characters are hiding (at least trying to) while Cloverdug is still running. The hill giant’s path is not directly towards the group, but rather to the side, towards town. After the hill giant has past, everyone comes out of hiding and the ranger rejoins the group.

Cloverdung notices hog tracks in the diretion we are headed, so he tracks those. Upon getting walking into a bushy area, everyone is surprised. Oink, Oink. Small piglets come running out of the bushes towrds the party. Everyone is tripped or falls over in the scrable, except the thief who piggy-backs across a couple, but remains on his feet.

As people are beginning to arise from the rush of piglets, three large moma pigs come running out of the bushes. Cloverdung, Othello, and Hammar are being attacked. Characters strike, doing a fair amount of damage, moma pigs still stand to counter-attack. Finally, the pigs go down. Hammar decides to make some bacon and collect the acorns found in the bellies of the pigs.

The party returns to the path towards the druid’s lair. Cloverung, as he is leading the group through the woods is approached by a bird asking our business in the woods. Cloverdung states we have a gift for the druid. Shortly, a small wolf appears and asks us to follow him. I suggest Hammar should give some of his found acorns to the birds as a sign of friendship. For whatever reason, Hammar does not want to share his acorns. Poor birdies.

The small wolf leads the group into an inner circle of trees, somehow protected by a magical aura of some type. At the center of the tress is an old elf. This is Carnifix, the druid. We state that we have a package for him from Borris, inside the city. Carnifix thanks us for delivering the package. Bone request a signed-reciept for proof of delivery when we return to Borris. Carnifix also request no fires. Kavis is sad again.

Before retiring for the night, Cloverdung request a couple of the druid’s friends to escort us while we travel back to town. A couple of hawks and wolfs are provided. Kavis ask about a reward from the druid for bringing the package. Carnifix offers a vial of blue liguid for each of us. It is a stamina boost potion. Awesome, there is Viagra in the fantasy world too! As a snack before bed, Carnifix offers some cake. Several of us eat it.

Carnifix vanishes for the night and everyone finally enjoys a full night’s rest, without incident. The next day, the party heads out, with their escorts. Instead of going back to town, the group heads towards the burial mound from last time. As the group sets up camp fo rthe night, the hawks and wolfs say screw this, we’re going home. And they leave.

So, while Cloverdung and Othello are on watch, and the rest sleep, a noise is heard coming from outside the light of the fire. It sounds clickish. Giant spiders! Five of them. Cloverdung lets loose some arrows. Critical. Critical. Two natural twenties. The spider explodes into goo. A few characters are damaged and Cloverdung is poisoned from a spider bite. Eventually, all of the spiders all killed. A brief healing period is spent before heading out for the burial mound. Cloverdung is a little surprised because Kavis did not want to burn the spiders. Maybe smoking spider is too hideous a smell for a dwarf.

The party finds their previous hole, on top of the burial mound, seemingly undisturbed from how they left it. The large rock is moved and the group climbs in. They trek their way back to the room with two remaining unopened doors. The Stag door and the Dragon door. Being adventureous, they decide to open the Dragon door. After the thief assures eveyone that there is no trap, he unlocks it. Bone opens the door and sees similar vases, as what was seen in the boar room.

Cloverdung and Kavis cover the door while the other go in. Bone finds a secret compartment. Yes, our fighter finds the secret compartment, not the thief. While those in the room are looting the small chest in the compartment, Kavis hears a sound coming from the main hallway. He turns to see some skeletons. They are equiped with bows. A couple of arrows fly past Kavis. Phew! However, the arrows strike a coupld of vases in the room. Which start to shatter open. And arms poke out of the shattering vases. Something is coming to life.

Cloverdung steps into the Dragon room and Kavis closes the door. The door is spiked shut, to keep the skeletons out for now. Everyone else attacks the zombies emerging fromt he vases. Then, the party decides to open each vase, one at a time, and kill the zombies. Before they open on their own when we do not expect it. The zombies and their vases are all killed off.

Now, to deal with the skeletons outside. Kavis prepares to open the door so Hammar and Gubikla can spell them to death. Kavis opens the door. There are not a few skeletons at the door with bows, but rather a dozen. With bows, spears, and swords. Quickly, the cleric turns undead. However, because they are weak, about half of them explode. Gubikla takes care of the rest by casting Thunderwave. The shockwave destroys the other skeletons and scatters their bones into the main hallway. Nicely done. Plan A actually worked.

The group heads to the final door, the Stag. Othello picks the lock and opens the door. Again more vases in the room. Another secret compartment is found. This time by the magic user. Good thing Othello is not in a guild yet or else his reputation would get him kicked out. Othello does manage to find a trap and disarm it. This trap would have launched a vial filled with yellow goo at someone while a fire spell would have ignited it. Nice save by the thief. Anyway, some items are found in the compartment. Gubikla takes the blue robe, with stars on it, and places it on Kavis. Nothing happens, except that Kavis likes the look and keeps it. There is a scroll and a map in there as well. Othello takes those items.

Bone decides to go to the Boar room and look for a secret compartment, since there was one in each of the last rooms. A pair of boots are found, which Bone takes.

The group, now finding a map, re-explore this level of the dungeon. A secret door, leading to a level below is found. Before heading down, most characters want to finsih checking this level.

So, the gorup heads down a corridor and finds a large chamber, however, the floor is covered in water. Cloverdung decides he will jump in to check it out. Hammar cast light on a rock for Cloverdung to carry with him. As Cloverdung is diving into the water, Kavis checks the depth with his spear. Only about two feet deep. Colverdung alters his landing in the water and performs a nice belly flop. The ranger and Othello sense something watching them from the ceiling. They look up and see a large oozy mass slinking down onto the ceiling of the corridor leading to this room, directly over most of the party.

Gubikla and Hammar start frosting and flaming the ooze. Others shoot arrows or swing swords in an effort to chop up the goo. Kavis wants Othello to throw the vial of yellow goo at the mass of goo so it will burn more. Some people are damaged by the ooze, but eventually it is killed.

Cloverdung decides to swim out in to the room and explpore. He comes to a drop off where it appears there might be a landing just out of his light. The ranger request Hammer to come out here and provide more light. The cleric is too scared to walk out into the two-feet deep water. So, Clvoerdung goes back to the cleric and gets another lighted rock. The ranger goes back to the drop off and tosses the rock out a ways. The lighted rock lands on a ledge, jsut at water level, where there is a chest. Cloverdung swims over and decides to open the chest. He breaks the rusted chains with his hammer and spike. Finally, the chest is opened. Copper. Lots and lots of copper. Copper, copper, copper. Othello decides he should swim out and check for secret compartments. However, just as Othello is getting his feet wet, Cloverdung heaves the entire chest into the water, out of frustration. Blub, blub, blub. There goes all that copper. Along with the other goodies that might have been hidden in the chest.

The time is such that it is time to call it a night. The party camps out on the edge of the water. Cloverdung sleeps in his wet clothes, in case an unsupervised Kavis starts a fire during the night.

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