This session starts with them resting in hallway connected to the scorpion pit (14). At the end of the hallway, there is a wooden door. Right away, Kaldwin attempts to kick the door down.... Jordan rolls a 'one'. Damn. Arkana hears a large crack noise, which he sees is not the door giving away but Kaldwin's foot (-1 to Kaldwin's speed). Kalwin's anger is apparent but is even more visible when Arkana simply opens the unlocked door... How embarrassing. In the next room, the two adventures find a large double-door-sized barred gate with a giant exotic looking padlock. Along with this locked gate, they find two doors, and stairs leading back up to the first level (15). Looking to make up for his embarrassing door incident, Kaldwin jumps on the attempt to use his trained rouge skills to pick the exotic padlock. Even after a Nat. 20 roll, Kaldwin fails to pick this lock. (This is me being an inexperienced DM. I should have created a more believable way to make the gate impassable.)
Upon hearing bandit voices up the stairs, a clever plan sparks in Arkana's tainted-yet-angelic mind. He ignores trying to be sneaky and walks straight up the stairs to address the bandits. He sees the leader of the bandit group, and two normal bandits around a table (5). One of the normal bandits is covered in blood and upon seeing a towering Deva, screams and points, "THAT'S ONE OF THEM!" Playing it cool, Arkana compliments the bandit leader by saying how good his handlebar mustache looks, but his sly attempt at breaking tension is ineffective against the group that just had one of their members dissolved by an acid arrow... (See Session 2)
Arkana and Kaldwin are pitted up against two bandits and their leader, which mostly happens in the common room (5) and on the stairs (7/15). As a DM, I often tell my players that I reward creativity in problem solving and combat, which almost always leads to a more enjoyable experience. Knowing that, Arkana gets creative as all get out.
In this encounter, Arkana uses Mage Hand to move objects like he has telekinetic Chronicle powers; objects like: daggers that go into bandit's necks, tables that knock foes back into his Icy Terrain, and dead bandit's maces that he flung at the leader until his death.
Kaldwin doesn't get as creative as Arkana but still uses his rogue prowess to riddle his foes with crossbow bolts and do some damage with his new short sword. Nice.
With the dungeon gone quiet, Kaldwin and Arkana hear screams of, "Is anybody there?!" and "Help!" Following the screams to the Bandit Leader's Office and Bedroom (11), the deva and human find a young woman tied up. It's Annie!! The daughter of the doctor that saved Arkana and Kaldwin back in Hyland's Ford! (A good way for players to enjoy the game more, is to learn what they want out of the game and implement it) But now Jordan or Sam gets to flirt and woo a NPC that's controlled by me... Possibly awk. Hopefully it makes them not inclined to head that direction and let it be easy for me to play as another adventurer joining their quest.
13 - Stormclaw Scorpion Pit
14 - Dim hallway
15 - Stairs (up)
16 - Outside
17 - Closet
18 - Waste Pit