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<blockquote data-quote="Tolamaker" data-source="post: 9106735" data-attributes="member: 7031495"><p><strong>Session 65: Stumbling About</strong></p><p></p><p>Eluriah is revived, and the party decides where to go next. They make their way to the barracks, where they find two doors. They open one that leads to a bunker that faces out to the entrance of the castle, and they ambush the skeletons there. Their fighting alerts two golems and another bunker, and a simple ambush turns into a more dire threat. Thankfully, the golems are unable to land a single blow, and they get out mostly unscathed. They then decide to make their way back up to the ooze skeleton to see what's going on there. However, they take a wrong set of stairs, and find themselves in a new level. They find a room filled with Morusan deities, but fail to notice the strange mist that compels Aripos and Gruz to become extremely religious, donating a good portion of their gold. Eluriah had noticed the mist and held her breath, and shoves everyone into the next room, where she manages to catch sight of the devils hanging in the rafters, and gives warning in time.</p><p></p><p>The battle starts with them being surrounded by bearded devils. Eluriah, unwittingly shoved to the front, pulls off acrobatics heretofore unseen, and manages to create an icestorm in return to batter the devils. The heroes are surrounded on all sides by beards and glaives and chains. Find out how they fare next week!</p><p></p><p><strong>Post-Session Thoughts</strong></p><p>This session was the first one where I started to feel the drag of the dungeon. There was nothing wrong with it, it's just been a long time poking around Castle Korstull. Two fights with a full party and a short bit of roleplay in the middle is not really my cup of tea four sessions in a row. If I had known then how I felt about it now, I probably would have done some mixing up of the dungeon a bit more, to consolidate fights or make the factions in the Castle more interactive, so, lesson learned. For example, I had planned on having the devils capturing a few Clan Millorn members, but then didn't because the group kept reiterating going to see the ooze, and then they went up before the idea could really cement in my mind. So, the devils are going to largely feel like an incidental enemy, rather than a major player. I'll likely let them find Pilmat the imp just to provide some context.</p><p></p><p><strong>Changes to the Module</strong></p><p>I forgot to set off the glyph of warding in front of the armory, so if they ever return there, I'll set it off when they try to open it. Other than that, all is going according to the book!</p></blockquote><p></p>
[QUOTE="Tolamaker, post: 9106735, member: 7031495"] [B]Session 65: Stumbling About[/B] Eluriah is revived, and the party decides where to go next. They make their way to the barracks, where they find two doors. They open one that leads to a bunker that faces out to the entrance of the castle, and they ambush the skeletons there. Their fighting alerts two golems and another bunker, and a simple ambush turns into a more dire threat. Thankfully, the golems are unable to land a single blow, and they get out mostly unscathed. They then decide to make their way back up to the ooze skeleton to see what's going on there. However, they take a wrong set of stairs, and find themselves in a new level. They find a room filled with Morusan deities, but fail to notice the strange mist that compels Aripos and Gruz to become extremely religious, donating a good portion of their gold. Eluriah had noticed the mist and held her breath, and shoves everyone into the next room, where she manages to catch sight of the devils hanging in the rafters, and gives warning in time. The battle starts with them being surrounded by bearded devils. Eluriah, unwittingly shoved to the front, pulls off acrobatics heretofore unseen, and manages to create an icestorm in return to batter the devils. The heroes are surrounded on all sides by beards and glaives and chains. Find out how they fare next week! [B]Post-Session Thoughts[/B] This session was the first one where I started to feel the drag of the dungeon. There was nothing wrong with it, it's just been a long time poking around Castle Korstull. Two fights with a full party and a short bit of roleplay in the middle is not really my cup of tea four sessions in a row. If I had known then how I felt about it now, I probably would have done some mixing up of the dungeon a bit more, to consolidate fights or make the factions in the Castle more interactive, so, lesson learned. For example, I had planned on having the devils capturing a few Clan Millorn members, but then didn't because the group kept reiterating going to see the ooze, and then they went up before the idea could really cement in my mind. So, the devils are going to largely feel like an incidental enemy, rather than a major player. I'll likely let them find Pilmat the imp just to provide some context. [B]Changes to the Module[/B] I forgot to set off the glyph of warding in front of the armory, so if they ever return there, I'll set it off when they try to open it. Other than that, all is going according to the book! [/QUOTE]
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