The crew gets off their lazy asses and start thinking about going back to the dungeon. The Thief hurt his back by being a wuss so he stayed in town. The rest need to buy some things first.
3 Potions of Invulnerability
1 Poison
2 Poly-morph Self
1 Gaseous Form
1 Invisibility
1 Flying
1 Heal
1 Giant Strength
The mage is really tapped out and says he won't have much in stock for a while.
Potion Bill Experimented with is a Gaseous Form
Who has what potion?
Everyone makes it to the gates of hell unmolested.
The druid really wanted to check out the unexplored areas of the gate house. After checking out many rooms, the place does seem like some others have been here since you have left. The bodies of the goblins are still there decaying in one of the rooms. You make your way upstairs and smoke out the wasps. The druid gets close with a sort of sage stick thing. Clever idea, he gets close and soothes them with smoke. Duregar goes in and grabs the bag and the cask. The cask of wine has 3 nice bottles in it. Sack with old rusty tools is fairly useless. You Go into the next room. Further along the floor looks very unstable from the hole in the ceiling and all the water damage. Walk around it to another door acrross from the bad floor. Druid inspects the roof. Sees nothing. Duregar opens door slightly and uses a mirror to see the room. Sees 3 stirges roosting. Close door, no thanks. Not again. The orc cuts a hole in the rotten floor. He sticks his head down and sees Sees the five transparent adventurers seemingly at rest in camp. They have an eerie glow and there is even a ghostly fire. The orc decides to Drop through. The ghosts completely ignore him. Nothing happens. The others go back down the ay they came and go down to the outside of the gate house.Inspect other rooms and find nothing.
After The Druid hides his bowling bowl and a few similar sized boulders they head to dungeon. You go along a familiar route unmolested until you hear hissing in a room you haven't fully inspected. You successfully Creep passed the hissing snakes in there. You head towards the crypt undead area. In the hallway before the entry to the crypts you see 9 skeletons wandering towards. Greg turns them with confidence. ALL of them run back the way they came.
Heading north of the big room and bypassing the fire beetles carefully you inspect the room with the death masks. After much discussion and experimenting the last mask gets pushed by orc with a weapon. It pivots the wall to open into an empty 10x10 closet. Duregar checks it out and discovers another pivoting secret door. Everyone comes out of the closet and heads east via the north hallway. The first two rooms/crypts had treasure. The duregar listens at the next north door and southern door opens. 4 skellys come out and take a swipe. They get a surprise hit 6 on cat. Hallway is chaotic. The confusion causes the cat to get hit again. Next round skellys take advantage of the chaos and get 2 more on cat.
Cleric turns them and you kill all 4. All over the ground is around 200gp scattered on the floor. The torch in the room smoke gives away cracks in the wall. Another secret door leading into another room. The druid connects the map and realizes where you are. In that room are some piles of bones, at least 5. There could be more but you didn't open the door all the way.
XP Calculation Session 12:
Treasure:
200 GP
Gems:
1 Blue, 1 Red , 3 Green (250 GP Total)
13 Skellys turned and 4 destroyed. (170 XP)
Snakes avoided 50 XP
Total XP: 670 (Not counted until you reach the town safely)
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