The Descent

The Descent

[Here's a write-up from our last two D&D sessions...]

With the orcs defeated and the bridge crossed, the search for the river which will take them to the Tower of Ornach starts in earnest. However, they soon find a small barred cave acting as a prison, with two humans imprisoned there, who claim to be merchants from Karnish who were captured and brought to the dungeon for ransom. Another of their group – Karcer – also emerges from the shadows to confirm their story and Keeley breaks open the gate and releases them.

After a long debate – and against the wishes of Keeley – it is agreed that they should go with the party of adventurers, since escape is not possible in this hostile land. A search of the orc’s quarters reveals little of interest and only a few trinkets. However, Karcer discovers a secret door and follows a short, narrow tunnel, only to find himself confronted by two noble salamanders and an invisible orc. He is immediately struck by the salamander and forced to retreat, while Keeley, Tara and Werthic make their way forward and into the battle.

After several fireballs from the salamanders and orc, one of the salamanders is defeated and the battle seems to be going well. However, the orc summons a huge fire elemental into the chamber and the combat hots up once again. Nonetheless, the adventurers keep up their momentum and their foes are finally vanquished.

In the next room, a set of stairs lead down into the darkness, which opens into a large, natural cavern. A small river cuts through the stairs and as they cross they are attacked by stirges, but these are easily dealt with. Below, they discover several passages leading off, which they explore. One leads into what appears to be a dwarven burial area, which opens into a larger cavern. Off another passage, two raging troglodytes and their dire bear pets are encountered, but again they are quickly dispatched.

Running low on resources, it is decided to rest in what was once the dire bear pen, but they are disturbed later by a rush of troglodytes, who charge through the door and catch the PCs unawares. Unbeknown to all except Karcer, who can see invisibility, an invisible troglodyte arcanist also enters the battle and immediately reduces Karcer by four negative levels. However, he retaliates by pinning the spell-caster to the floor with a well placed tanglefoot bag. Although hampered, however, the troglodyte continues to blast the PCs with his spells, while they combat the remaining troglodyte warriors.

As Keeley, Werthic and Tara deal with the last of the warriors, Karcer is once again the target of the troglodyte caster and is enchanted with insanity, which causes him to be permanently confused, effectively taking him out of the combat. However, Tara steps forward and places a silence spell to bring a temporary end to the enemy spells. With Keeley finishing off the last of the warriors, the PCs move toward where they believe the enemy spell caster to be. Keeley attacks but misses with all his attacks, while the still invisible troglodyte spell caster finally manages to escape his shackles, just in time to avoid the blows of Werthic which come crashing down in his direction.

About the Author

Keith robinson is the author of The Kyngdoms Campaign Setting, The Kyngdoms website, and the content of this blog. For more information about this site, click here or visit our forums.