Thursday, March 21, 2013

Under a Dark Sun: Session 4

Session 4: (3/20/13)
Adventure name: The Village of Dorian’s Well

Current PCs / NPCs
Grom Dunestalker - Half-Giant Psionic Warrior (PC)
Lain - Half-Elf Bard (NPC)
Sadiria - Half-Elf Wilder (NPC)
Russk - Mul (stated as a Half-Orc) Fighter (NPC)

The session begins with the party wander in the wasteland, hungry and lost after resting in the goblinoid tomb / dungeon complex where they waited out the sandstorm.
The party stalks and kills an Axe Beak (a large, aggressive, carnivorous, flightless bird), but both Grom and Russk nearly die trying to kill the beast before it can kill them.

Later, wounded but well fed, the party crests a hill and sights a small village with a  covered well.  As they enter the village to investigate, a "civic welcoming committee" tries to rough them up and "inspect for, and possibly confiscate" any 'contraband'.  A fight becomes inevitable.

The party manages to take out the six bandits, but with Grom down to only 1 hp.  Then a massive half-giant (head and shoulders taller than Grom) rushes onto the seen, enraged (both figuratively and mechanically - in the DnD Barbarian class feature sense).  The Wilder Sadiria saves the day, blasting the giant time and time again with psychokinetic blasts of fire and mental attacks, while the brute cuts down both Grom and Russk with his massive bronze blade.
As the marauder's bodies cool, the party rests while the village inhabitants come out to greet their saviors.  The villagers tell the group that most of their able-bodied men & women were captured in a slave raid recently to work in a new obsidian mine.  The party is welcome to stay and rest for as long as they want (and maybe even take up residence, if they want), but the village well just ran dry the other day.  If only there were somebody who could look into that...

So, the party checks out the well.  Grom checks out the rope used to lower the filing bucket, and decides to climb down the well shaft instead.  Near the bottom, he slips and falls down the shaft, twisting his ankle and loosing 1of his 4 current hp.  Everyone else in the party climbs down the rope without incident.  At the bottom of the well, they find a small cave.  In the back of the cave, the party sees a small crevice that is trickling water. Clearly this is where the well water comes from, a small cave-in has blocked the underground stream.  As the party approaches the blockage, man-sized beetles attack.  Once again, Sadiria and Lain save the day after Grom and Russk are knocked unconscious by the beetles.

After the beetles are defeated, the blockage is cleared and the party climbs up of the rapidly refilling well.  They are made members of the community and let in on the village's secret: a Potion Fruit tree grows just out side of town and produces Potion Fruit of Cure Light Wounds fairly regularly (the tree grows magical Potion Fruit; 1d6+1 will be available each visit to the village; most of the fruits will be Cure Light Wounds, but there is a 50% chance that one will be of some other type - roll on the Minor column of the Potions & Oils table in the DM's Guide for type).  The party buys up all the Potion Fruit, and sells the townspeople all the Bone Longswords and Leather Armor that they will ever need to defend themselves (the warriors of the group also spend some time drilling the villagers into a militia).  The group rests until fully healed.

Outstanding Plot Hooks:
  • Who were the elves encountered in the tomb during Session Two?  What were they doing in the tomb?
  • Where exactly IS this obsidian mine and how might the enslaved villagers be freed?

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