Last session left the characters in a particularly bad spot. We resumed with the orc gazing down at them from the top of the ten-foot pit where they were trapped; after growling a few undecipherable orders to the surrounding kobolds, the orc left and I put the players on the clock, with one minute of real time equalling one minute of game time.
They tried a few things initially (searching the walls, attempting to scare the kobolds away with a torch, attaching a grappling hook to the underside of the raft), but didn't seem to yield any real benefit. Finally, seventeen minutes in (three minutes before the orc would return with allies to turn the pit into a cook-fire, though the players didn't know this), Alaric donned Lady Silva's black mask.
Black tendrils of smoke clasped the mask to his visage, and Alaric took the form of a hulking orc chieftain bearing a giant hatchet. Succeeding a few key ability checks, he climbed the already-secured rope and swung to the nearest ledge, pushing the raft aside just enough to fit through. Where prior to the change, the kobolds prodded at the PCs aggressively from above with their javelins, from orc-Alaric the creatures backed away, slowly and warily.
Nora was hoisted up next, and as Leilana followed her out, a half-dozen orcs came running for the corridor. Alaric slung Nora over his shoulder and burst through a line of kobolds, racing for the upriver raft while accepting hits from flying javelins. Once aboard, Alaric cut the tether and he and Leilana paddled with all speed.
The orcs reached the bank and leveled crossbows, but with the party outside the range of their infravision, the bolts sailed wide - and with the last remaining raft still covering the pit-trap, the enemies had no easy means to follow. The companions crossed the river, took to the tunnels, and fled from the well, all alive.
Back in Morninging, Alaric sought healing for Nora, and as she was revived, Leilana organized a team of villagers to collapse and seal the well. In the following days, the trio recovered from their wounds and readied a team of hunters and men-at-arms to scour the forest for additional threats.
This was a short session; we didn't have a ton of time, and while I didn't know at the beginning how things would play out, I figured that one way or another, resolution would be quick. Things ended as well as the players could possibly have hoped, and I'm not really sure if the party had another out after the mask (of note, Alaric required a save vs. spell to remove it from his face, though he made the roll easily). Alaric's Strength checks in the pit were key - while failure to climb out quickly wouldn't have caused damage, it would have cost valuable time. When finally the PCs escaped, Alaric was left with one hit point from the javelins (the players saw my actual damage rolls).
Morningsong, while thankful that the well is sealed, is more concerned than ever that orcs and kobolds are lurking barely a mile from the village, albeit underground. To those villagers that survived the battle twenty-five years prior, the fear of imminent danger is all too familiar.
Not a ton of XP to award, but the party's foray in the catacombs wasn't entirely unfruitful:
- 12 kobolds slain - 90 XP
- Sealing the well - 500 XP