So tonight's session picks right up from last game session here on the blog. We began by having our party let the Deep One hybrids let go & had the other half of the adventurers go upstairs in the house to free the captives!
We got upstairs & almost immediately got into trouble with finding two giant spiders that dropped onto the party. Then it was a tangling fight in the hallway then up the stairs to free another sea elf that was being held. Afterward the party found that the house wasn't as unoccupied as it seemed. They found two secret rooms and the laboratory of the Alchemist.
They also found the Alchemist's corpse & they examined the room. Things were going good for the party until the corpse moved! The Alchemist isn't dead you see but a lich!
The party lost two members who were hit by spells. Then it was gun fire and confusion! The party bolted! They left the haunted mansion so damn fast!
Yes running is an option folks! They have no idea if thier team mates are alive or dead!
The party regrouped on the beach and needs another plan of attack! They have no idea what type of undead the Alchemist is. So thier going into the house by the use of the smuggler's caves coming up. I've gotten so damn tired of the players who have played this adventure calling it a Scooby Doo romp. Not this time folks.
The Alchemist is a criminal mastermind and quite dangerous! He's also out for blood after using a speak to the dead spell on the corpses of the party members.
The smuggler's caverns are now guarded by Deep One hybrid thugs. They've got four warriors covering the cavern & secret enterances.
Then the party saw the rest of the Deep Ones exitting the sea. Things are getting dicey. They managed to get the two sea elven prisoners out!
And they found a chest of weird greenish gold artifacts that seem to have been buried by the Deep Ones! We ended here.
No comments:
Post a Comment
Note: Only a member of this blog may post a comment.