Note that there are spoilers for Paizo's Rise of the Runelords adventure path.
Session 5: The Catacombs of Wrath
Session 5 took place on December 10th. This was the last session we had before everyones' hectic holiday schedules interfered with the campaign. My notes for session 5 are much more sparse than the previous sessions. It was a short session with a bunch of role-playing at the start and a short but vicious battle at the end.
This session saw our brave heroes:
- Met with a local mage and head of the village school to find out which of the items they have found to this point were magical. He offered to identify the items for free if the party would keep an eye out for leads about a large book that was stolen from the school's library. There was a number of magic items including various items of protection.
- The party then went to the Cathedral. Father Zantus was not back from visiting some of the outlying farms so the party spoke with Naffer. He recounted the sad tales about the Late Unpleasantness involving Nualia and Jervis Stoot. He also told them that Daylin from the Green Daggers had died.
- After hearing Nualia's story, the party went to talk to Hannah, the midwife, but she wasn't there. A passerby mentioned that she was often in the countryside in the mornings collecting herbs.
- Visiting the locksmith, the party pressed him for more information about the key but he insisted that he had told them all he knew.
- The party then returned to the catacombs below the Old Light. Cautiously proceeding down a previously unexplored hallway they first found an ancient shrine with a roughly carved black altar with a pool of filthy water on the top.
- They then proceeded through a set of double doors into a large cathedral. There they were confronted by an Imp.
- A ferocious battle ensued during which the Imp summoned a Sinspawn from a pool of roiling liquid, summoned a group of goblins, and displayed a number of other supernatural abilities - including poisoning Asreal with its stinger tail. Asreal fell to the ground precariously close to death (instead of save-or-die, I used save-or-nearly dead. He ended up nearly dead). All of the party's attacks appear to be ineffective. Toran heroically saved Asreal from certain death. Unfortunately, Vardinil, the elven fighter/magic-user was not as lucky as he fell before the summoned goblins' onslaught.
- The remaining members of the party quickly fled back through the Glassworks back to the surface and apparent safety.
- After recuperating for a few days, Sherrif Hemlock returned to Sandpoint with six troops from Magnimar and Justice Ironbriar, who reprimanded the party for dispensing vigilante justice.
Looking back there were two key points:
1. The players and characters learned that things were dangerous. The party had been in trouble a couple of times in previous sessions but they really got their you-know-whats handed to them by the Imp. I think the players were a little stunned about how badly this encounter could have gone. They were lucky to just lose one character. The lack of much magic weaponry really hurt them. In the published adventure the Imp is actually a quaist with some levels and a template. I went with an Imp though because its ability to fly is an important part of the encounter. However, I didn't use a standard Imp from the Monstrous Manual. I will post my conversion in a future post.
2. Justice Ironbriar impressed upon the party that they could not act with impunity. We will see if this has any impact on the party's actions in the future. It also sets up other interesting aspects for future encounters!
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