07 September 2006

D&D: Session #2


We rejoin the action in a dark earthen tunnel. While the party debates what to do next, it's set upon by 3 eight-foot tall ant-men, very tough, very unfriendly. The noise attracts many more. Retreat! Regroup at the top of the stairs leading to the tunnel.

Professor Atari to the rescue: FIREBALL! Lots of dead ant-men. Then a web spell to block the stairs for the remainder. Retreat!

Bar ourselves in a deserted room for the night. Recuperate, heal, renew spells. Rescue Baltar, ranger formerly held as a slave, from a passel of zombies. Onward!

The party surprises and makes short work of a small group of orcs in a room full of religious symbols. Next, we find what appears to be "The Garden". Scared of a basilisk rumored to dwell therein, we flee. We then storm into a stable area, surprising 3 horses and 3 half-orc stable hands. When one stablehand sounds a horn, he is quickly slain. The other two are hogtied, just in time for... 2 ogres and 8 orcs to answer the horn call. Professor Atari to the rescue again: a SLEEP spell puts the orcs to bed, arrows and blades finish the ogres. In deference to the paladin's sense of fair play, the orcs are gagged and hogtied rather than slaughtered in their sleep. One of the stablehands slips free and flees.

And the party heads back into the ant tunnels. Gurney, invisible and scouting ahead, spies 4 more ant-men in the company of 5 giant ants (and also spots a net trap hung from the ceiling). Once again, Professor Atari casts a FIREBALL, torching the giant ants and weakening (some) of the ant-men. Melee ensues, ant-men are vanquished.

Tune in next time, when we (hopefully) make it to the slave pits and liberate the captives, and when we confront the master of this slaver's compound?