Session 1


Session 1:

Played on 1 November 2003 @ Tom's
GameLocation: near the red 1 on the map.
GameDate: day 1-3

The party (TwoWeaponFighter, Scout, WoodElfRogue & Bard) is sent to Durvix Pass to collect protection money. Durvix Pass has a silver-mine nearby, and their payment is in silver. The party has been there once before, but because they were rookies at that time, things had been handled by other more experienced members of the Rebellion. This time, they are sent on their own. Disguised as merchants, they are travelling through the mountains to Durvix Pass. The story begins...

Arriving at Durvix Pass, the party notices that there is al lot less activity the before (less people, less livestock). They also see black flags hanging from some houses. From the town's elder (where they had to get the protection-money), who is sick, they hear that the payment is not ready. He tells them that most people in the village are sick, some younger and older people have already died, and a large part of the livestock too. They also haven't heard anything from the miners for a few weeks (the silver-mine is a good days travel up into the mountains). A week ago they had sent the remainder of the young men (who were less sick) to the mine, but that party hadn't returned either. When asking him about the disease, they say they think their water supply (a small river nearby) is the cause of the disease.
The party decides to go to the mine (following the mountain river would be hard). Arriving there, they find the outside abandoned, and notice that the torches had been ripped off the wall. They also find some blood and signs of fighting. Descending into the mine, they find an open space. When investigating a dead body there, WoodElfRogue sets off an alarm or trap (a loud bang), practically deafening him [probably temporarily]. After a lot of discussion [we have to get into the game again after all those years], they go further down another corridor. The scout misses a trap and sets it off, opening a 20' deep & 10' wide hole in the ground 10' behind him: this is the 'save distance' on which the Bard was following him :). The bard falls in, hurts himself (only hits...). More discussion. The corridor eventually comes out in a large open space with stalagmites. When they enter the hall, they are attacked with crossbow bolts. Nine kobolds are shooting at them from a 20' higher ledge, 60' away. After some exchanging of arrows (party suffer a few hits damage), they disable a few of the kobolds, and the kobolds retreat a few feet (out of sight). They see that there are ropes hanging from the ledge. TwoWeapon fighter climbs up (covered by the rest of the party [btw, WoodElfRogues ears still ringing]). When sticking his head over the edges, he looks at the kobolds pointing their light crossbows at him. Luckely, the arrows miss and he can slide down the rope again (after which the kobolds also cut the rope). The party decides that they cannot get to the kobolds, and investigate another corridor down (two guys keeping their bows aimed at the ledge). A few feet down that corridor they find some rotting corpses (human, kobolds & rats). When walking over them, 4 zombies awake. Some fighting ensues, (TwoWeaponFighter gets hit, and fails a resistance roll, feels sick). WoodElfRogue, who tries a 'remove minor irritation' spell (Open Channeling: Concussion Ways), fails spell roll, rolls open ended down, and screws himself up. No more spells for 2 weeks.

This is were the session stopped (4 hours playing)

written by Tom


session 2 »


Made by QsD
Last updated on May 14, 2010