28 October 2019

Session 9 - After the cultists!


day 14

Executive decision. Everyone levels up to Level 2! We have been playing for a while and I think that everyone deserves to level up.  The next level will require everyone to reach their classes required experience points. 

After returning to town after a long trip to the dungeon the group decides to spend a week improving their skills.  The wizard spends a week and discovers some pages in her spell book were stuck together.  She knew there was something missing.  There are about 6 spells in total now that she can choose from.  She can now cast 2 per day.

The cleric is also praying to his god to gain the wisdom to cast more spells.  The Druid is out in the wilderness training his cat and the others are hanging out at the tavern.  The traveler you met in the bar is anxious to get the ring or his cousin back.  He is worried because no one has seen them since they left and those dwarves never came back either.


I’m town they picked up some black robes to see if they could maybe fit in with the black robe wearing cultist mystery folk.
The adventurers make their way back to the dungeon.  They reach the gate house and all looks calm and serene.  The fighter pokes his head inside but the rest want to get a move on. The group heads along the northern edge of the canyon and make their way to the stairs.  They enter Stone Hell once more.

Inside they decide to make their way north towards where the Rat Man said he saw the cultists.  They walk as far north as they can go.  They reach a T in the corridor.  The thief wants to have a look in the western most room.  He peeks in but odes not enter.  He sees two faces on either side of the wall.  Whatever the kobolds were doing in here before they must have finished because they are long gone.  It has been over a week since they were here last so they must have moved on.

They make their way east and pass the corridor that leads to Rocky and the entrance to area with the crypts.  They keep going east in a direction they hadn’t yet been.  They reach a dead end.  On the wall is an empty torch sconce and nothing more.  They search the walls and see nothing out of the ordinary.  On a whim the thief rolls to find a secret door.  He makes his roll.  He spends 10 minutes or so inspecting the torch sconce.  It has a little mechanism inside that looks like a sort of pressure plate that can only be pushed in with the bottom of a torch.  After some debate they decide to place a lit torch in the sconce.  “Click” the door opens ever so slightly. 

Inside the room its dark. The torch light is distorting the elf and orcs infravision so they all file in with some lanterns.  It’s a big room. About 50 feet long and 30 feet wide.  On the far end is an evil and ancient looking altar.  It’s about 4ft high, 10ft long, 5ft wide. Black glittering stone. Unholy symbols carved in front in exquisite detail. On the altar is carved the head of a skull, mouth shaped like a long bowl. The bowl leads into channels that lead into pool of very clean water with fish skeleton in the water. The channels and bowl are a deep ruby red, like dried blood. The altar has a curved green dagger standing on its point either from magic or some insane balance.
On the right side of the room is a table. It looks like a mortuary table with drains, morgue type tools, many different skins hanging on the wall drying or curing, furry black, reptiles, human.  Crude looking tools to slice and cut.

In-between them is a skeleton slumped over on the wall.  It has a chest plate with some kind of symbol on it and a helmet.  It seems to be missing an arm.

The group splits up and searches around the table and the wall to the left of the altar.  The Wizard stands and observes contemplating what all of this means. The cleric walks over to the skeleton and believes this to be a Cleric of some sort and recognizes the symbol as from the sect of Raz.  While inspecting the skeleton he notices a lose flagstone.  He calls over the others and with their pole they try to pry the flagstone loose.  No luck they use a crowbar and heft out the flagstone to reveal a hidden compartment in the floor.  Inside they find 10 platinum pieces, a few gems and a jet black shrt sword.  There is also a skeletal hand wearing a gold ring with symbol on it.  Possibly some kind of a seal or something. The clerics puts on the ring, he cringes but ends up feeling nothing out of the ordinary.  The druid casts detect magic and the short sword glows, along with the dagger on the altar next to it.  The Thief claims the sword as his own.

Next they try to take the dagger off the altar.  They ask the torch bearer to take a sack and place it over the dagger to take it off the altar.  They succeed but only get about 20 feet away when it burns a hole in the bag and falls to the floor.  A few people try and pick it up but it shocks their hand.  They discuss how they could get some blood to pour into the bowl to see if that is some kind of trigger to get them into a secret door or something.  After some discussion about what to do a bunch of huge rats start running into the room! (Totally random encounter BTW)  The thief thinks on his feet and kicks the door shut only letting 4 of them in.  Harforth the torch bearer gets bit by one of the filthy animals.  The rest are quickly dispatched.

After the fight they notice that the dagger is back on the altar.  Lyes the thief grabs the dagger and does not feel any pain. He takes a rat and cuts its throat and squeezes the blood from it into the skulls mouth.  The blood runs down the channels into the water.  The fish skeleton starts swimming around as if it has been brought back to some unholy life. Then Lyes decides to cut his hand with the sword and plunge it into the water thinking it may be some kind of healing water or unholy fountain of youth.  Nothing happens except that he takes 1 damage.  The PCs discuss their next steps and try to decide if this is just really creepy or if it requires more investigation.

Loot:
10 Platinum pieces
2 Gems
1 magical short sword (Jet Black)
Gold ring with a symbol on it

Monsters:
4 Rats:



WeaponsMagic ItemsMiscellaneousGold in BankGold on personGems
50 ArrowsRing from cave (magic)Pesh/Halfling Weed 1 LB594 gp393 gpBlue Sapphire 250 gp
1 Potion Extra Healing (3d6+3) Fighter Has thisgrappling hooks10 pp2 gems ?? gp each
4 potions of healing (1d6+1)8 empty vials
1 Flame Chalk4 manacles
1 Potion invisibility1 bottle dwarven brandy
2 potions of slipperiness
1 black short sword (magical)bowling ball thing commissioned
blue shimmery rock (Magical)8 Black Robes
gold ring (Symbol)


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