As you approach the site of the warren, you can tell why the goblins chose to roost here—the trees give way to a clearing dotted with the ruins of what must’ve once been some sort of temple. Stone walls jut up from the ground, and the remnants of what must have been a grand entrance stairway are lined with crumbling pillars. The sounds of the woods give way as you near it as well—there’s only the slight whisper of a breeze echoing through the empty stone.
The roof of the temple has long since given in, letting the flora and fauna in to reclaim the area. The stone of the floor is cracked and broken—in some cases, missing entirely—and near the center of the room, you can see what must be the goblins’ customary entrance—a hole in the ground about four feet in diameter and disappearing into blackness. You can tell that the ground slopes—you’ll be able to move down it, but the size of the entrance means you won’t be standing upright.
Truth told this session didn’t hold a whole lot worth discussing; it was spent entirely inside of a dungeon (the above-named Ruined Temple). The players have not yet finished it at this point, so I can’t spoil the big secret of the place, but it’s essentially the jumping point for the party to begin the larger narrative. At this point, they have found the tome sought after by the stranger in Hammersgaard. They’ve also found a palm-sized blue stone that appears to be a sapphire; both were inside of a trapped room. The trap in question was not a terribly complex one, but it’s always fun to spring on new players: when they entered the room, both exits slammed shut, and they were simply stuck there until they figured out how to escape. Their weapons would not harm the doors, nor would any form of magic enable them. It took about fifteen minutes for them to figure it out, but finally the party’s cleric tried knocking on the door, and voila: Door opens, entire party slaps their foreheads for not thinking of it sooner.
That one never gets old. It’s the dad joke of traps.
Most of the dungeon has been fairly standard fare for a level one party; enter rooms, kill goblins. I’m lucky to have a fairly competent group of players despite their inexperience–they move slowly and carefully, and they’ve thus far been able to neutralize several potential cascading situations (IE taking out goblin sentries first, so that they can ambush the rest in smaller groups rather than wading through large melees). As it stands, they’ve cleared about two thirds of the dungeon, and have acquired just about all of the major items they’ll need moving forward–in a room very near their current position, they found an old wooden staff with a carved indent that’s the exact size of the blue stone from earlier. Being the curious adventurers they are, they naturally slapped that stone right into the staff without a moment’s hesitation. Nothing has happened with it–yet.
What the party doesn’t know, and what I can spoil without revealing too much, is that the staff and the stone both are relics of the long dead Cult of the Infinite Bridge, which once had its hooks in the vast majority of the continent. More on that in future sessions–in fact, I may make a few posts just on lore of the world as I reveal it to the players–since I’ve built the entire campaign world from scratch, it’d probably be a good idea to expand it. At any rate, the party is just about ready to breach the central chamber of the temple, and we chose to break there. Next session we’ll be leading off with that–boss fight, then next chapter, essentially.
On the mechanics side, the whiteboard solution is working pretty well, but I’ve decided I’d like to have some miniatures to work with, anyway. That search has been remarkably fruitless: It is apparently impossible to just buy a large set of miniatures. They’re either small blind packs or sold individually at absurd markups. Fortunately, I’ve discovered that Paizo sells Pathfinder pawns, which are basically just flat cardboard pieces with monsters printed on either side of them. Those come in packs of 300 for like 40 bucks, so SOLD.
Healthy, light wounds.
- Exterminate the Goblins – 2/3rds done
- The Mysterious Tome – Found!
- Rivalry with the Dames