24 April 2020

Session 14: The River Styx

Thanks again for another exciting game on Roll20.  It was a good time and I am glad everyone else enjoyed it.  I am appreciating the maps being on the table and how things are going.  Some of the macros have been helpful as well.  Thanks, Andrew, for putting those together for the most part.  I will be getting the monsters in there as much as I can so we can have an easier time.

The next game is one year! 14 or 15 sessions in one year isn't too bad.




Here is a list of quests you guys are on now.

1.) The cleric of the tower wants to golden flail for some reason.  He said it was rumored to be in the old crypts.
2.) You guys were looking for Kobold Korners, the trading area of the dungeon the kobolds have set up.
3.) Malfreces bears the blessing of the Duke of Bones, a minor godling whose domain of control is the lesser undead. He is an evil Cleric and should be stopped no matter what he is doing. (Says Waalter) Even though the Cultists you killed were indeed evil their intention was to capture him and take him to their domain for their own purposes which would have been just fine for Waalter the Cleric.  Malfreses avoided capture for many months prior to your crew being hired to investigate the dungeon.  He would be glad to see him gone, one way or another.  You really wonder why a "goodly" cleric who works closely with the magistrate would care or even work with evil cultists to seek his demise.
4.) Find all the loot you can!

Interesting things you have found.
1.) The Wheel of fortune.  The thief spun it and a magic gem appeared in his hand!  What fun!
2.) Rocky the head.  He gave you some advice after eating a gold coin.
3.) The scales
4.) a strange obelisk
5.) The hidden altar of the cultists.

When we last left or weary adventurers, they were battling a hoard of zombies and skeletons in the great hall of the undead.  Many were turned and were scrambling to get away from Gregoire the holy.  Once the unturned ones were defeated it was time to put the others to rest while they were unable to resist.  After clearing that room the crew went south and to a crypt they cleared out and had a good night’s rest.

After they woke up and had some grub the team decided to follow the hallway to an open doorway at the east end.  IN the room was a raised dais with a chest on it.  The room had some random blue flames appear from time to time in different places.  It flickers into appearance, crawls across the floor and walls, and then vanishes.   We don’t know what they were for but no one was willing to run in to the room to look at the chest. The team expertly lassoed the chest (After a multiple attempts) and teamed up to drag it into the hallway.  It took them a good 15 or so minutes to get it right.  The Chest had a whopping 1000 or so GP and some beautiful pieces of jewelry.  It must have been there for a long time, why wouldn’t anyone have tried to take it?

Moving on they went back to the large hall of the undead and checked out a few rooms.  One had Devils carved all around the walls from floor to ceiling.  There was a faint smell of brimstone but no indication of where it would be coming from.  The next room had around 20 empty sarcophagus around; hieroglyphics on walls; empty torch sconces; giant (15‘ tall) pair of stone merchant scales.  The scales appear to be functional. First the Bill gets on the scale and nothing happens.  Then Gregoire gets on and the scales give him a feeling that he has been blessed by the gods.

The crew makes their way north out of the room into the next one and see Basalt obelisk (8‘ tall); black & white checkered floor; dust; water seepage & puddles.  The Cleric feels repulsed by the obelisk and skirts his way around it. The Magic User has a look and scratches her chin.  The others don’t sense much of anything.

As the crew make their way north along uncharted hallways, they hear the lapping of water and see the floor has been covered by a thick mist.  From a distance they see A high-prow funeral skiff emerge from the mist, crewed by 4 skeletons, 2 zombies, and a cowled figure at the rudder.  The zombies and skeleton hop off and some of them are turned by Gregoire.  The boat remains and two zombies attack.  One of them successfully grabs Greg and starts dragging him toward the boat.  After a few rounds he breaks free before he could be dragged aboard the boat.  Once Greg is free the zombies are dispatched, and the boat seems to fade out of existence along with the mist.  Before the boat disappears into the mist the cowled figure looks at the group and points, he seems to laugh as he fades out of sight.


XP Calculation Session 14:

Treasure:
1000 GP: 1000 XP
Jewels: 1240 XP

Monsters:
4 Skellys 50 XP
2 Zombies 50 XP
1 bug: 0 XP

Feats of Awesomeness:
Successful lasso and recovery of the chest with out risking whatever that blue flame was. (500 XP)

Totals:

Total XP Session 14:: 2840 (Not counted until you reach the town safely)

Total XP Session 13: 930 XP (Not counted until you reach the town safely)

Total XP Session 12: 670 (Not counted until you reach the town safely)

4,440 XP for session 12, 13 and 14 split between players



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