The Gates of Power – Sword & Dragon (session 33)

We now have dragonbane’s Book of Magic and yes, suffice to say, we like it. Edmond hurried to create a necromancer character as he ‘s been playing this kind of character often enough in our couch-coop video games (Stolen Kingdom, Barony). I cannot fault his enthusiasm, I’ve introduced his new character right in the dungeon with the flimsiest of excuse. Hey, we’re here to have fun aren’t we?

2 hours session

Featuring Path of Glory’s main dungeon: The Gates of Power.

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Grimoire, Goblin Mage, frail but smart (Isaac)
  • Bumwild, Gnome Mage, wants to become a summoner (Isaac)
  • Torch, Goblin Knight, fanatically loyal to Forka, (Edmond)
  • Trimbo, Human Arcanist, wields both crossbow and lightning (Edmond)
  • Letraquan, Human Necromancer, found lurking in haunted halls (Edmond)

What the other adventuring guilds are doing at the moment:

  • Green Imps: leisure in Lonfelt after saving the Wizard Uzul Balashi
  • The Protectors: adventuring in Prickly’s End forest, except Delevan (convalesent)
  • Widowmakers: training new recruits in Gunderholfen
  • The Musers: leisure in Longfelt
  • The Ravens: depravity in Longfelt

This session’s main goal: finish exploring the upper part of the City of the Blacksmiths

  • The Battle Brothers have just defeated the Death Knight, servant of Sethid the Archmage in the dwarven City of the Blacksmiths. As they were recuperating from this big fight they get the visit of a stranger, a lone adventurer named Letraquan. With Forka’s death, they have a free spot and welcome him to the group. Letraquan claims the Death Knight’s 2-h sword for himself without any objections from anyone, except from the sword itself, which considers its new owner a step below a miserable crawling vermin.
  • The adventurers resume exploring. They enter the large throne room with a large U-shaped table, with dead (unmoving) dwarves still sitting at it. They find a number of trinkets and silver and gold coins among the dead.
  • Lethraquan decides to sit on the large, ruby-adorned throne. He immediately gets visions of the area’s inhabitants (skeletons) wherabouts. Testing the power of the throne, he orders all of them to regroup on a room south-west and indeed, the undead obey and get there after some time.
  • Freed from the skeleton patrols the adventurers can explore a lot more calmly. They go north into a dining room, kitchen and food storage area and don’t find much.
  • Thence, they go west and get into a large brewery with a magical fire still going on. There’s a scaly beast, large as a pony, curled around an heated vat. The Pcs think about slaying whilst it sleeps but then decide to see if it’s hostile first. A simple hello wakes it up and it seems more afraid than anything but Trimbo persuades it of their good intentions with some dried meat. The beast, a very young dragon, is clearly smart but don’t know their languages. More dried meat convince it easily to follow the group.
  • After that they enter the abandonned room of the master-brewer. In the room’s cabinet they find some silver coins and a nice gold bracelet engraved with the brewers’ mug emblem on it, worth 100 gp or 150 if sold to a dwarf.
  • They continue eastward, go through an already visited dining room and then get into some kind highly-decorated room with tapestries, several marble tables and more interestingly for the adventurers: three metal chests. Unfortunately two are empty, the third is locked. Torch fails to force it open. Letraquan wants to smash it with his 2-h sword but is painfully rebuked by said weapon; such a lowly task is beneath Aleth-Kheloch the Death-Giver, the Destroyer of Kingdoms, whom tasted the blood of countless people, including a good deal of innocent ones which of course is the best blood to taste…
  • Trimbo and Letraquan lift the chest together and the party prepares to leave the area.

Closing comments:

  • An evil, intelligent sword and a good-aligned, young dragon – two powerful new assets for the Battle Brothers but that each come with several risks and drawbacks.
  • No combats this time, with the skeletons out of the way and no random encounters despite a dozen rolls. They finished exploring the upper part of the Gates of Power.

The Gates of Power – Death in its many forms (session 32)

My friend Chris visited us and I’ve introduced him to our Gunderholfen campaign and he created a character for the occasion to become a temporary member of their adventuring guild. My son chose to explore the Gates of Power or what I call myself the City of the Smiths, a counterpart to Nharzed, the City of the Masons, two of several broken remnants of the underground dwarven kingdom.

The Gates of Power is basically the big, main dungeon (section 2 of 3) of the Path of Glory adventure module from Dragonbane, now only a small part of the megadungeon. They dipped their toes into it some sessions ago but now we’ll see a good chunk of it.

3 hours session

Player Characters (PCs) – The Battle Brothers:

  • Aracyne, Elf Hunter, fearless Guild Leader, (Isaac)
  • Jedri, Ratman Thief, he rather enjoys his rat-shape curse (Isaac)
  • Bumwild, Gnome Mage, want to become a summoner (Isaac)
  • Forka, Dogman Knight, fierce warrior (Edmond)
  • Timbo, Human Arcanist, wields both crossbow and lightning (Edmond)
  • Magnus, Dogman Thief, cautious dungeon explorer (Chris)

What the other adventuring guilds are doing at the moment:

  • Green Imps: adventuring in Uzul’s Manor
  • The Protectors: adventuring in Prickly’s End forest, except Delevan (convalesent)
  • Widowmakers: adventuring in Gunderholfen
  • The Musers: leisure in Longfelt
  • The Ravens: depravity in Longfelt

This session’s main goal: explore a big chunk of the City of the Smiths

En route

  • Right before entering Ganfal swamp, the Battle Brothers encounter the returning Musers. They look exhausted and wary, even if they try their best to hide it. The two guilds talk about their progress so far in Gunderholfen, both clearly hiding many things. They say goodbye to each other, those going in and those going out.

Level 4 (Gates of Power)

  • They go through Level 1 swiftly and reach the dwarven elevator, going down directly to Level 4.
  • As before, they have to fight skeleton warriors when they enter the Gates. The adventurers take care to keep close to the wall so the skeleton crossbowmen can’t shoot them. Using a few bottles of holy water, they dispatch the skeletons and go do the same with the crossbowmen to the south.
  • They then come back to the entrance, examine a bit the dwarven statues each side but don’t find much and Magnus do some reconnaissance upstairs but can’t go very far as there’s more skeletons blocking the way.
  • They all go up. More holy water, some lightning bolts from Timbo and they shatter the ranks of skeleton warriors, with only a few remaining. But all this fighting attracts the attention of something else, something horrible: a Death Dog. A huge two-headed, undead hound. Forka, Jedri and Torch are frontline against the monster but can’t flank it because of the remaining skeletons. They manage to hurt it with several good blows and evade its claw attacks but then the Death Dog let go of a poison breath attack and Forka, who’s right in the middle of it, inhales a lethal dose. He still fights, and he and his companions defeat the monster soon after, but he’s not feeling good. At all.
  • The PCs decide to go see if the hobgoblins, not very far at the Forge, have some antidote. The fastest among them, Jedri and Magnus, don’t wait for the others and rush to go there as fast they can. The others follow behind. But it’s all futile, the hobgoblins don’t have any antidote (5-6 on d6). Poor Forka dies in agony. The Battle Brothers ask the hobgoblins if they can leave their friend’s body temporarily to them and they accept. And so, they go back to exploring…
  • Back where they fought the Death Dog and skeletons, they go south in a narrow corridor and explore a series of rooms along another, long corridor.
  • One room as a charred (dwarven) skeleton and traces of fire on a wall. Another as more (unmoving, dwarven) skeletons on the floor with obvious signs that they fought and killed each other.
  • Next, there’s a peaceful room with sea motifs on the walls, some kind of ambassador room.
  • They get into a library and a ghost librarian appear when the PCs start messing around with the books. They dispatch the ghost quickly and take some books with them, some tome of spells among their findings.
  • Thence, they go north on a long, narrow corridor. They open a door halfway into a vast banquet room but decide not to explore it and go further north. They disturbed something from the banquet room though and they a hear chilling (nazgul-like) scream.
  • A signal to which skeletons seem to be attracted, many get out of the northern door. The fight in the narrow corridor is a slog but the adventurers try their best to use a side corridor to their advantage.
  • Just when they think they’ve finished they hear loud iron boots coming from the south and soon they see a frightening figure appearing in the torchligh: a Death Knight. The adventurers brace themselves for another fight. The Death Knight can’t swipe with his 2-handed sword in the narrow space but he’s obviously a formidable opponent. Aracyne switches places with Jedri as the latter is the best suited to fight him. He’s quickly put on the defensive, trying to evade all incoming attacks. This leave time for Timbo, and then Bumwild, to cast offensive spells at the undead commander. Jedri is becoming exhausted though (no more willpower) but fortunately the Death Knight, severely wounded by now, decides to retreat but one last fireball from Bumwild leads to his demise. His corpse and armor disappear, leaving behind only his evil-looking sword.
  • The adventurers can feel that the sense of oppression they felt earlier is greatly relieved with the end of the Death Knight.

Closing Comments:

  • Turns out lethal poison is indeed lethal (if you miss your save). Second character to die in this campaign and Forka is a major component of the team as the best frontline fighter they have. Edmond was understandably distressed of his main character’s death and we rolled in advance his resurrection roll (75% of success) and succeed. Recovery is d4 weeks though and he rolled 4, starting when the ritual will happen, that’s a lot of in-game time.
  • Unfortunately Chris’ character was not very useful most of the time, as a light-armored, sneaky type put in undead territory. He’s not the kind to complain but I would have liked to offer him a better experience.
  • This session was also a kind of test for me. The Gates of Power, this Dragonbane dungeon, isn’t bad but it’s not excellent either. I find in particular that the rooms are too light in interactivity, there’s just not enough things for the players to mess around.