Castles & Crusades Saturday Diary: 8 Players (with 10 characters) ‘In Search of the Unknown’

21/9/2019

Castles & Crusades Saturday Diary: 8 Players (with 10 characters) while ‘In Search of the Unknown’ the group fought 50 Skeletons, 4 Ochre Jelly, 12 Derro, 4 Carrion Crawlers, 4 Shriekers, and 18 Stirges!

A full crew tonight, with two brand new players to the Castles & Crusades game. The new players made characters, one player had an AD&D background, and the other player had background in other RPG’s (e.g. RIFTS). They both brought new ways to try and accomplish tasks.

Entering an old museum they found 50 skeletons lining the walls of the room with a table in the centre with scrolls and piles of gold. When the bard lassoed a scroll and pulled it to himself, the skeletons came alive and attacked. The monk and a wizard threw oil on the ground and lit it up with torches and the ‘burning hands’ spell. Another cleric used two ‘sound burst’ spells which blew apart 25 of the skeletons, and as the rest poured through the doorway to attack the players they were able to pick them off. They got the gold and magical scrolls, but it was a tough fight.

They next found a secret room where they were attacked by two oozes – ochre jelly. As they tried to scrape them off themselves, the two ochre jelly divided into four! Careful use of spells finally destroyed them.

From there they found an outpost of Derro (an evil and degenerate subspecies of dwarf). It seemed to be an unguarded encampment but the Derro soon returned. The monk and a wizard dumped oil on the ground and set it alight with a ‘burning hands’ spell. Several players by this point were hurt and several spellcasters were out of spells, so they retreated back to the abandoned museum several corridors away. A few characters stayed behind to try to pick off the Derro.

Derro, however, are quite intelligent, plus they are master thieves, so while the handful of characters remaining gazing through the flames looking for them to attack with their ranged weapons, the Derro retreated out of the room through a back entrance opposite the players and well out of sight. They then resent in a bunch of Derro hiding in the shadows. Through the shadows caused by the flickering flames and the high ceiling, the Derro climbed up the walls and around to sneak attack and backstab the group. The paladin, however, was detecting evil, so even thought he couldn’t visually detect them hiding behind the rocky and uneven protrusions on the walls, he could sense evil approaching from all over, so they backed away as the Derro lunged from the shadows.

The small group of characters pointed out to the Derro that they could take them back to their treasure. The Derro leader paused in his attack and agreed. The Derro followed the group at a distance back to the locked door that led to the museum. The paladin tried to send the group on the other side of the door a warning, but the clever Derro saw through this and immediately attacked. Several characters fell unconscious, and even though several Derro also went down in the fight, the players managed to close and lock the door behind themselves. The assassin in the group tried to set a trap on the door (but she failed). The Derro on the other side then set two traps of their own as the players tried to rest up and regain health and spells.

Somewhat renewed a few hours later, the group left the room, but traps of razor wire and swinging rocks (both undetected by the rogues) caused damage. They then made their way back to the Derro encampment which seemed as though they had left and abandoned their equipment. Failing to detect the traps the Derro had in fact set on their equipment, players were attacked by poison darts as they tried to loot the Derro equipment.

The players were again getting worn down from the clever traps the Derro had left behind. Leaving that room behind they found a room with a pool of water with dead elves lying at the edge. The assassin failed to avoid the contact poison on the elves that was in the water, so she felt herself become physically weaker from the contact poison. She then found a door and failed yet again to disarm a trap that sprayed poison gas in her face, this paralyzed her. Other characters did find their way into the room and discovered that it was once a shrine to Juiblex (a chaotic evil demon lord of oozes). It seems it had been abandoned a while back, although there was enough residue of ooze in some large bowls on the ground for a wizard to fill a vial.

Continuing into a new chamber, their movement and light activated four shriekers, as the players were destroying them, 18 stirges (flying, blood-sucking creatures) flew in to attack. Burning hands again did a good job taking them out, but two more characters ended up falling unconscious before the stirges were all dealt with. When the battle was over, the characters retreated into a small room and the ranger in the group tried to conceal their presence from any other creatures as they again were going to try and rest and regain their health. In two weeks we will see whether they’ll succeed!

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