Greetings, internet-people!
I have a small announcement before I begin writing up the campaign update you came for:
At the top of the page, you may notice a link to a page called "All-Brew."
This page has direct links to everything that I'm working on (and some stuff that I just like).
That way, you don't have to dig through back log to find a homebrew that you were interested in :)
Now, back to business!
This week, we had Rellon, Agent M, and Trinity in the party. Everyone else was sick or otherwise occupied.
For those of you paying attention, that means that the paladin and cleric were both relegated to "healbot" for this week :)
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When we left off, the party had just reached the second floor of the cave complex.
The labyrinth.
When looking over their options, the party decided to travel to Arroh's shrine first.
There, they went through one of the western doorways.
The chamber beyond was largely devoid of features.
An odd glyph was carved into the doors on the northern, western, and southern walls.
Rellon looked them over and recognized them as an older dialect of primordial.
They said "You shall not pass." (shut up)
The party spent a few minutes dividing themselves up among the doors so that they could investigate:
Trinity and Rellon investigated the western door;
the dretches investigated the southern door;
and M stayed as far back as possible.
Trinity and Rellon spent some time with their door, searching for any hidden catches or other triggers.
The dretches were hammering away at the surfaces.
Then, Trinity decided to touch the rune (despite warnings).
And it lit up briefly and emitted a sound like crystal ringing.
Everyone thought this interesting.
Then, with some excellent planning, the party stepped back and assigned three of the dretches to trace the runes at the same time.
They did so gleefully.
The runes glowed and the crystal-sound grew louder and louder.
Just before it couldn't get any louder, it stopped and the doors rolled into the ceiling!
Trinity decided to try to walk through the northern door to check for danger.
She found herself walking back into the room from the western door.
Of course, this was puzzling for everyone.
With some exploration, they found that all three of the doors looped back on the main chamber without much rhyme or reason.
To make matters more confusing, anyone that looked beyond the doorway saw that the room beyond wasn't the one they were standing in.
After some further experimentation (throwing rocks, throwing a severed dretch head from the last session, etc.), the party decided that they didn't want to mess around with this puzzle any longer.
Then, in an out-of-character discussion that turned funny, someone mentioned the possibility of the Tarrasque being in the tunnels.
And Trinity's player is completely new and had no idea why that could be so bad.
So, after some explanation that a wish is required to kill the thing for good, Trinity's player spouted this bit of awesome: "It's the opposite of Tinkerbell."
After that bit of silliness, the party resumed their journey through labyrinth, seeking out the prophecy.
On their way there, they encountered a very long room that was filled with ashes.
Everyone figured that the room would be trapped, but a dretch volunteered to confirm it.
By running across the room.
Fire started shooting out from the walls, trying to incinerate the odd demon.
Somehow, it managed to cross the room and return to the party before collapsing (unconscious, not dead).
Agent M looked over the floor to see what kind of pressure plates might be there.
Once those were identified, Rellon used a mage hand cantrip to push the tiles to see where was safe.
Using this method, he crossed the room with Trinity.
They were curious to see if a door might be hidden on the opposite wall.
With a quick search, they found one and Ulic unlocked it (while on autopilot).
Opening the door, they found a large round chamber with a ladder in the middle and three other exits that had the same rune as the odd chamber earlier.
While the rest of the party decided how to proceed, Trinity decided to run around and be Trinity.
First, she climbed up the ladder and opened the trap door to reveal that it exited onto a grassy plain.
Then, she slid down the ladder and didn't set her brakes fast enough.
To the north, she found a room filled with cages and animal bones. There were three additional exits from here, but she decided to go back to the main group.
Next, the party decided to travel southwards.
They came to a fork and decided to take the right branch.
Then Trinity was nearly taken out by an arrow.
The room had a large "fortress" made of chairs and tables set up on the opposite side.
A quick look told Rellon that it was lizardfolk make.
Putting two and two together, they realized that some lizardfolk were behind the barricade.
Diplomacy was had (by Trinity even!) and the lizardfolk eventually entered the room.
Four warriors that had no idea how they had gotten into the labyrinth.
And then Rellon had to make a minor magical display to keep the dretches in line.
And lizardfolk revere magic and its practitioners.
To show follower score here: Rellon 9, Trinity 0
With their new allies, the party continued southward.
And found a room filled with hieroglyphics and other images.
With a quick history roll, the party realized that this was how the Old Ones recorded their prophecies.
VICTORY!
Rellon used comprehend languages, but the prophecy was encrypted (because why not?).
While the party recorded the images on the walls, the lizardfolk cried out "THEY'RE HERE!" and started firing arrows down the hallway.
Trinity decided that she would try to win them over with a display of bravery and charged in, hammer and shield raised.
M peeked around the corner and saw absolutely nothing.
Apparently, the lizardfolk had been in the tunnels long enough to lose their minds.
The dretches, however, were already slightly mad and took this opportunity for potential bloodshed to charge down the hall.
And no one stopped them.
And they kept charging...
Rellon 4, Trinity 0
One of the lizardfolk acted like he was shot - "THEY GOT ME!"
He laid down and was acting like he would die. M scooped him up and called for medical attention.
Which Trinity provided (she is trained in medicine, after all...)
Rellon tried using sleep to pacify Trinity and the lizardfolk, but they refused to go down. One lizardfolk did yawn, however.
His next plan was to utilize Sabah to cast lesser restoration and fix the lizardfolk.
Which worked beautifully. They all came out of their madness!
With the prophecy secured and the lizardfolk calmed, the party returned to the surface using the ladder they had found earlier.
As they neared the forest outside of Rosewood, they started to fall asleep - one by one.
Except Trinity.
When she turned around to find her companions passed out, there was a shadowy figure snatching the prophecy and making a run for it!
Trinity decided to pursue the interloper.
Despite her party being unconscious and without guards.
She chased the thing through the forest, throwing her spear after it, jumping over obstacles...
And then she tripped!
Just as the shadow was about to get away, she hurled her flask of acid at it.
It made contact, and the shadow vanished.
She searched for the scroll case that the prophecy was in, but it was nowhere to be seen.
Disheartened, she returned to the party.
Just about then, M came around and found a wolf nudging him.
He laid there and tried to not be intimidating.
Suddenly, something came crashing through the trees and scared the wolves off.
Seeing this as a truly bad situation, he jumped up and drew his twin daggers, ready to slay whatever it was or run, as needed (pure rogue stuff here).
Then, Trinity came out of the woods.
M relaxed and the two set about waking the party up.
With a quick search, they found that the prophecy was missing.
The party thought about who or what the shadow may have been. As it could put others to sleep and apparently teleport, it was clear they were dealing with a spellcaster of sorts. Rellon suggested that someone from the Arcanum, who knew about his mission, might have done this. But, that just left more questions than answers.
After some discussion, the party decided that Rellon would set up several alarms near the prophecy chamber to alert them if anyone decided to visit it.
Then, they started back toward town.
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And that's what happened!
Even though Trinity was present, we got some good plot progress taken care of :) (nothing but love, if you read this Benny)
But who was that shadowy character and what did they want with the prophecy?
Will Trinity be able to get the lizardfolk into town and get them drunk?
What will the party do now that they have lost their hard-won prophecy?
Answers to these and more when next we game!
...
Which might not be for a couple of weeks, as I am moving and still haven't done much packing.
But we shall see!
Until then, dear readers.
Until then.
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