Text by Paul O'Connor, Dungeon Master
A delight of a session where the heroes used their brains, powers, and assets to solve problems that had no pre-set solution.
Can't figure where that Vorpal Sword wound up? "Locate Object." Need to dive a thousand feet into a pool to get it? "Potion of Water Breathing." Want to pass unseen? "Cloak of Elvenkind." (Sorry, the Aboleth is psychic, but it was the thought that counted). (Literally). Want to check in with someone hundreds of feet away and under the water? "Sending." Awesome.
With such ingenuity, Blah recovered his sword and (just barely) eluded the Return of the Aboleth -- and the whole group wisely fled the dark pool chamber.
Equal ingenuity in transporting poor Arthur, who is consumed by a disease that practically demands he remained submerged in water -- filling a Bag of Holding with water did just the trick, and hanging that bag on Blah's back conjured images of Master Blaster. Who rules Bartertown?
Even an undead attack as the party retraced their steps avoided a bad ending with Sompher's quick Cleric-y ways -- Shadows and Vampiric Mist put paid to with a strong rebuke powered by the glory of the Silver Flame!
And now the crew is kind of back where they started -- still deep in a dungeon, still snowed in by the collapse of the castle above, now carting around a diseased halfling, but also bulging with treasure and optimistic that ladder they passed a couple sessions back will lead them out of this hole and not to ... the Drow.
No comments:
Post a Comment