We picked things up where we left them running through Magical Murder Mansion (report to sessions 1 and 2 here). The party has explored a good portion of the mansion already, mainly on the North-West tower area. They get an interesting breakthrough during Session 3, and seem motivated to carry on exploring.
Let's revise the characters again:
Wendell - a Human Fighter type, former butcher. Carries a Battleaxe, Bow and arrows. Likes to boss his underlings around. Gelda Cleanwater - curious Halfling Wizard dabbling in the arcane arts. Also carries a staff. Grem - a Spiderling Fighter with two spears and a shield. Likes to poke at things, no matter how big. Starting Hirelings - Hammerhead (a dwarf with a short-lived career) |
Session 3
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- Battered from the Art Gallery room, Grem decides to grab a painting (the one shedding light), and the group decides to return to town to lick their wounds.
- There, Grem puts the painting for search of a potential buyer (will take 1-2 weeks, 1000gp potential reward, the Halfling Jeweler will take 15% of the sell).
- Wendell takes his chances to hire yet another man-at-arms
- The mercenary guild grows weary, and he only finds a dwarf fool enough to be willing to follow them to the estate, but demands double price, and 2 days pay up front. 23 gp settles it.
- Back at the mansion, they decide to take in the perimeter, and about 20 minutes walking around the mansion clock-wise they find 1/ stone fence 2/ iron door with coal
- Gilda opens the door, revealing a room filled calf-deep into coal
- Wendell makes an interesting argument to Hammerhead to go and
- Coal golem fight!
- Hammerhead perishes on the spot
- Grem courageously (stupidly?) charges ahead.
- Gilda casts the Upwell spell. The spring of seawater corrodes the coal and causes significant damage.
- Wendell fires arrows and they in general damage the golem greatly.
- They're able to "kite" and lure the dump construct out of the room, to then dart inside and shut the door.
- The party made it in!
- Inside, they quickly move to the Boiler room, filled with pipes, knobs, and other handles.
- Wendell spins a wheel, the mansion shakes a bit, but there's no other effect.
- Gilda seems keen on a 10 foot pole, and pulls a pipe out.
- A ghost comes out of the steaming water, and puts its hand on her brain! She ages 29 years, now instead of a young adventurer she's a mid-aged lady.
- They move north along the corridor, Gilda and her pole at the front.
- Find door to workshop with 4 key-holes and riddle/clues.
- Before moving to Storeroom, Gilda uses skirt to avoid slimy handle. Acid exposure saved!
- Group moves to Storeroom, and decides to take some sledgehammers, crickets, and teeth.
- Random encounter: bunch veggie-mites, 17 of them, coming from the eastern corridor!
- Like minions, they are chaotic and unruly, but willing to "talk" this time around.
- They make it clear that they're after fertilizer and soil.
- Party tosses them the dead crickets, to where they retire happily! Two of them fight for the prize, and one of the Veggie-Mites remains unconscious on the floor.
- Next party goes to kitchen
- Wendell gets smashed by flying knives.
- They explore the kitchen and decide to play "anatomy" with the dead Veggie-Mite, thinking of carving it into a key.
- The tap of water is open in the sink, with a flowing of magical water. (Note: is the water colored differently, octarine? does it have odor? does it give an electrostatic charge?).
Referee Commentary / Things I Learned
- Session 3 went smooth as butter. There were a few interesting interactions and encounters, and the players used negotiation and clever tactics.
- USE REACTION ROLLS!
- The Veggie-Mites could have been a boring hack&slash, but instead the party tossed the dead crickets to calm them down.
- Ditto with the Ghost coming out of the pipes.
- The 4-keys workshop door riddle is nice. Might feel "video-gamey", but it's very fitting for a fun-house dungeon like this. The players greatly appreciated the hints and clues, and see a more focused purpose and approach to the whole thing. Putting that big room in the center was a deliberate good choice. Brilliant.
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