After the funeral boat disappears into the hallway you
gather your wits and make your way again.
you search the two rooms in that hallway and find 3 ghouls eating a
goblin carcass and something else. You
find a huge lot of copper trinkets and a sparkling war hammer. The war hammer was lent to the hire until you
can decide what it is exactly. The trinkets are hidden in a bag under some
bodies since its way too heavy to carry. There were some strange fluids found
and sampled as well as some other powders and spices. Furthermore, you checked a closed door and
saw that there was a crematorium that seemed like it had been recently used.
The team makes their way back east and goes into a room
that they haven’t explored yet. There
was a desk with papers and a small altar.
Someone recognized this as a small altar to Sorcha the god of dead
rats. After some searching of the room a
scroll was found on the desk as well as a lever under the desk. That lever slid the altar to reveal a door to
a secret passage. The passage narrows as
it winds to the north. You reach a solid
wall but see the outline of a small door.
Tagar levitates to the ceiling and finds a small hole about the size of
a broomstick. You poke it with a pole,
and it opens the door.
In the next room is a large dark room and some skeletons
that you can see. As you discuss what to
do the skeletons start moving in your direction. Gregoire steps up and turns
some of them. Light is revealed and the
room is huge, 30' high ceilings and a statue in the east and pillars
throughout. The statue holds the golden
flail you were looking for. A strange
looking beast is snarling and hunched over crawling over to you. It attacks the torch bearer and seriously
injures him. He can't move! (Paralysis
is 2d4 turns unless healed by a spell).
You make quick work of the rest of the undead in the room
and garb the flail, coins, some trinkets and head out. You make your way through the dungeon using
your map and find your way out. On the
way you saw some footprints around the size of human boots. At least 6 people, maybe more.
On the way out the Magic User has an itch to check out
the gatehouse. Something just didn’t
seem right with her. She goes back to
the room with the desk and the writhing centipedes and makes her way to the
wall that seemed suspicious. She noticed
the wall had some bricks sticking out a little.
After pushing them in the door clicked open. Inside on the shelf was a small vial and on a
hook was a parasol with white iridescent scales and an old worn cloak.
The detect magic spells that you cast only showed that
the following were magical, the rest were not, including the flail.
·
The Warhammer
·
The parasol
·
The Cloak
·
The potion
You make your way to town undisturbed and make it back
safely into the wee hours of the night.
Treasure:
·
War Hammer (Unidentified)
·
Potion (Unidentified)
·
2 liquid samples (Unidentified)
·
Spices from funerary room (Unidentified)
·
Golden Flail
·
Journey Cloak (Unidentified)
·
parasol with white scales (Unidentified)
·
50 sp
·
1500cp worth of funerary trinkets.
· Scroll in a tube (Unidentified)
· Scroll in a tube (Unidentified)
Monsters:
·
7 Skeletons: 70XP
·
4 Ghouls: 100 XP
Total XP for session 15:
·
170 + 500 + 20= 690
When you return you do a few things the next day. (You
can do more, I just outlined the obvious)
1.) Hit the bank and turn in loot.
2.) The Cleric intercepts your return and asks for the
flail. You discover its gold plated and
not worth a whole lot. It does not seem
to be very special from your point of view so there is no real reason to keep
it. The cleric really wanted it for his collection
but was too chicken shit to go get it.
He says it belonged to the Visor who was responsible for creating the
dungeon hundreds of years ago and it represents a history they are still
unraveling. You are awarded 500 XP for
the quest. (and 500 gp).
3.) You have the "spices" checked out and you
discover they are worthless old powders used in embalming.
4.) You still need to identify the potion, Parasol,
Cloak, Hammer and 2 liquid samples.
150 for the potion and liquids, parasol cloak and hammer
will be done for 200GP at a discount because you are good customers. If you want that let me know and we can have
it done over email.
5.) Robbie and Andrew leveled up. Both you of you can level up your own
character and let me know what you did.
If you need help, we can do a one on one session leveling you up.
6.) Robbie needs a week to study for his spells, he had
the spell Web and was granted mirror image by the local Magic Guild. Typically, a new spell will cost 1000GP and a
week to study for it but they gave him a freebee because they like her.
7.) Thad and Jarol need to get paid and you offered them
a bonus: They cost you 30GP for the 4 days including a bonus. They still feel
like they could use a little more (They should be sharing XP with you, but they
aren’t taking much, if you pay them more you may have better results)
8.) The Druid wants to use the Warhammer.
Totals
Treasure:
12: 200 GP and 250 GP in gems (Traded for GP) = 450GP
13: NO Treasure
14: 1000 GP plus another 1240 GP worth of jewelry = 2240
GP
15: 5 GP (50 SP) and 15 GP = 1500 CP = 20 GP
XP:
Session 12 - 15: 5130 XP (Hires get 130XP)
Costs: 2 hires: 30GP and room and board.
Current XP Totals.
PC
|
current
|
next
lvl
|
Fighter L3
|
5127
|
8000
|
Druid L3
|
5157
|
7,500
|
Magic User L3
|
5593
|
10,000
|
Cleric L3
|
4331
|
6,000
|
Assassin L2
|
3192
|
5,600
|
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