The adventurers begin in round three of an intricate combat scenario inside an underground prison beneath a dwarven palace.
Vondram has cast a pit to block Talon guards from advancing.
Two Sargavan ambassadors, Torrax and Serrimus, are in custody; Torrax is severely wounded and bleeding, Serrimus is tied but calm.
Evidence suggests Torrax was an inquisitor disguised as a bodyguard.
The party debates healing Torrax enough to extract information while keeping Serrimus restrained.
Talon guards outside the pit are planning a counterattack, primarily with crossbows.
The dwarven head chef is locked in a cell separately and incapacitated.
2. Combat Developments and Tactical Decisions
Vondrum uses a wand to cast a fireball through a door, inflicting heavy damage on the Talon guards behind it.
The party ties up the wounded, unconscious Torrax and blindfolds Serrimus to prevent spellcasting.
Arandar and companions interrogate Serrimus, who admits to assisting a poisoning plot involving magical toxins in the palace kitchens.
Healing attempts are made on Torrax to stabilize him, and are moderately successful, but he remains unconscious and gravely wounded.
Ono explores a nearby room containing a barrel with a cloudy liquid and white powder (the poison).
The party discusses splitting roles: some to stay and guard captives, others to rush to warn the banquet hall.
Planning includes using invisibility, dimension doors and flying spells to quickly reach the palace banquet.
3. Discovery of Poison Plot and Poison Effects
The white powder and cloudy liquid in the kitchen are magical poisons designed to induce madness rather than immediate death.
Serrimus claims the poison was provided to sabotage the banquet.
The poison causes violent insanity, as demonstrated when Serrimus is force-fed the mixture, becoming berserk and attacking before bleeding out.
The party debates how to handle the poison and its spread, considering containment, incineration, and evidence collection.
They retrieve samples for antidote research and plan to destroy the remaining poison and bodies to prevent further harm.
4. Rush to the Banquet Hall and Initial Confrontation
The fast-moving trio (Titus, Po, Ono, and the chef) reach the palace banquet area, seeing fewer guards than expected.
King Steppangard’s banquet is already underway, with many dwarven nobles present, including notable figures like Duke Gallo, Lady Namin, and Nina Glibglamer.
Confrontations with palace guards occur, but the party demands entry citing the poisoning threat.
Ono leaps over guards and smashes open the banquet doors, entering dramatically.
Chaos erupts as the king suddenly attacks Duke Gallow with a flail, knocking him out.
Nina Glibglamer transforms into a horrific gibbering mass, causing mental effects on Po (confusion).
5. Battle in the Banquet Hall
Po becomes confused due to Nina’s transformation.
Titus casts invisibility, moving stealthily into the hall.
Tensions escalate as the king rages, swinging his flail at Duke Gallo, ordering guards to kill the “traitors.”
The party attempts to help Duke Gallo, who is gravely injured.
Titus punches the king twice with stunning non-lethal blows, causing him to fall back and drop his .
More king’s guards pour into the room to defend the king.
Nina’s transformation causes widespread fear and confusion.
Lady Placcaro, a Chelaxian and apparent ally of Nina, starts casting spells to support her.
The party tries to rally and stop the poison’s spread amid the violent upheaval.
6. Session Conclusion and Cliffhanger
The session ends with the situation highly unstable:
The king is stunned but alive.
Duke Gallo is gravely injured but being carried away.
Nina Glibglamer transformed into a monstrous entity.
Po is confused and vulnerable.
The banquet hall is in chaos with fighting guards and panicked nobles.
The group plans to continue the battle next session, with many questions about the king’s fate and the resolution of the poisoning crisis.