Tobold's Blog
Sunday, March 04, 2018
Elemental Evil: Sessions 13 & 14

I just noticed that I am behind on my reporting on the Elemental Evil campaign. In the previous reported session the group had reached level 5 and was about to head for the Sacred Stone Monastery. Sessions 13 and 14 were about the adventures of the group in that monastery. However once again it has to be remarked that this particular group is mainly interested in the combat aspects of D&D, and less interested in the role-playing aspects. And the campaign has been chosen with this preference in mind, containing a lot of dungeon crawls. Nevertheless even in that campaign the group still managed to avoid most opportunities to find out more about the story, and spent those two sessions mostly in combat encounters.

The group entered the Sacred Stone Monastery via the garden and from there into the main hall. However that was exactly what the bad guys had planned for invaders, as the main hall contains a trap that drops the group down into the dungeon and into a cage with an Umber Hulk. Having beaten the Umber Hulk and then some orog and ogre guards, the group liberated a group of slaves used for mining work. That included members of the Mirabar delegation, which in the book is the official story hook. However the group showed absolutely no interest in asking them about what had happened to the delegation, and allowed the slaves to leave unescorted.

Next the group entered a part of the dungeon in which a Lich lives. A Lich is a challenge rating 21 monster and obviously not meant as a combat encounter for level 5 characters. But in spite of the Lich just being a bit grumpy and not immediately attacking, the group decided against getting information from him, and just fled. Having otherwise cleaned out the basement, the group found another staircase up, and found themselves in the middle of the monk's quarters, where a big fight ensued. That included the boss of the place, a blind female monk with the name of Hellenrae. Just like in the previous two elemental keeps, the group killed the boss, looted the magical key part the bosses are carrying, and then legged it.

Then they returned to Red Larch to rest and recuperate. But the next morning at breakfast in the inn, they were attacked by four hell hounds. That was a bit annoying for the sorceress, who mainly had fire-based spells like scorching ray and fireball, to which the monsters were immune. But although they took heavy damage from fire breaths, the group prevailed and sent the dogs packing. They (correctly) concluded that the hell hounds had been sent by the one cult they hadn't visited yet, the fire cult. As they had previously heard about druids planning a fire ritual at a location which corresponded to the location of the fourth elemental keep on their ancient map, they plan to go there in the next session.


My Friday night group has been going through this place the last couple of weeks. We entered through the door right by the boss, however, so our exploration has been a bit backwards. We also haven't been to Red Larch yet, so even though we have taken a much less "combat first" approach, a lot of the plot elements don't resonate with anything we have come across yet.
I can totally understand the not wanting to hang around a Lich part, given it could probably instakill some people if provoked. I do fear for the party though if they come across a boss has hidden / isn't wearing the key part. Info gathering doesn't seem to be their strong suite. :P

Hopefully the sorceress remembers to load up on ice spells before tackling the fire cult too!
At least after the hell hounds, she can't say she wasn't warned!
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