Monday, 26 March 2012

Session 24

Present: Walice, Heptzar, Berrian, Vira, Zacarias
  • New PC discovered (shroom prisoner, Walice the dwarf)
  • Discovered prison room with mincer machine
  • Battle agains pod people and spiders
  • Vira almost died twice
  • Two prisoners recovered by detaching cages from ground
  • Exit caverns, horses still alive
XP: 1800 / 5 = 410

Monday, 19 March 2012

Session 23

Present: Ashen, Heptzar, Micrin, Ramuh, Vira, Zacarias
  • Extended rest in Leafloam's room
  • Big fight: pod people, shroom, cauldron spawn
  • Cauldron spawn ritual book damaged
Treasure:
  • Lifedrinker hammer +1
  • Scroll of protection from undead
  • Magic orb +2
  • 10 arrows of the corrosive flame (+2)
  • Wand that made pod person grow (inert now)
  • Scroll of demonic conflagration
  • Cauldron spawn ritual book
XP = 6800 / 6 = 1133 (before bonus XP from encumbrance etc)

Monday, 5 March 2012

Session 22: Ashen's Report

From Ashen/Danny:

After coming out of my mushroom induced meditative state.  I wake up to discover that we are on the wrong side of a portcullis, the rogue and assassin have been cursed to rhyme, and we all magically have hats now. Of course the first thing the brutes in the party, the ill mannered dwarf in particular, decides to try is to lift the gate.  The gate being at least a hundred stones heavy, barely budged.  I decide to grace them with my wisdom by lifting the gate the rest of the way with a falcon sword and leverage.  To my surprise we were back at the room where the party murdered that poor pod baby.  I sure hope this spot isn't cursed.  Using one of the stone tripod stands that once held up the cauldrons, we further supported the portcullis, and recovered the falcon.

After much indecision, we finally started to head back to the room of "Goblin Piss".  Clearly I choose a good time to have assisted meditation, as I completely skipped the rhyme curse and piss unpleasantness.  It was in that same room the assassin, activated an arcane device which transported us away.  Now that the assassin is no where to be found.  How could one drinking from piss soaked bottles, and triggering unknown arcane devices?  Where does the Circle find these people?  I digress, we return to the room with beautiful gold thread tapestry.  It seems that the mage or hermit who lived here has not returned, though we notice the notes in the red pod room are missing.  We enter the narrow hallway to discover both portcullises are down.  As we turn to leave, I could hear the cleric scream, "It's a trap!".  We found ourselves stuck in between the entry way and the next portcullis.  The little worm of a hermit, managed to prop something against the door.  To make things worst purple mist started too seep in from the bottom of the door.  The clever little halfling rogue, quickly stuffed an old shirt to prevent any more smoke from getting in.  The wizard recognized this as "Perpetumn Sackim", or in layman's terms, knock out gas.  Before I could collect some for "research", the wizard blasted the door with a ray of frost, and the dwarf smashed the door, and the bed that was propping it shut, to splinters.  I was shocked by the effectiveness, as I have yet to see them perform so will in live combat.  We enter the room to discover it empty, and the small pile of burning purple knock out gas. Foolishly, the wizard decided to take an oral sample.  The dead look in his eyes told me without words, that it was truly knock out gas.  I take my sample in small a cloth sack, never know when you need to knock something out.

We decide to use our new found ice and smash team work to clear a way to the "Treasure room".  After about half an hour, we arrive at the room.  We discover a box of coins, commemorating the might of a long fallen empire, 4 copper and 1 strange glowing gold one.  The gold coin contained the markings of Loki, the trickster.  We are able to discover that the coin always returns to the owner.  How we established the owner has yet to be discovered, though flipping it may have triggered the strange glow to disappear.  That coin would be perfect in my care, but the sword mage traded a broad sword for before I had a chance to speak.  We also find a strange long wooden mushroom.  The only one brave enough to open it was the rogue I believe.  It read "Too bad fleshling, I beat you here.".  I was expecting that there would be a P.S. on the note giving a clue to what the mushroom contained, now we may never know.

Discovering nothing else of value, we return back to the hermit room, only to discover that the portcullis has been closed.  We decide to explore the other exists in the area, only to find what appears to be a good old fashion torture room, with a wall full of unlabeled bottles.  The rogue, always the first to do anything in the group, decides to inspect each bottle. The cleric found some ink, but the rogue found some clear sweet liquid. The foolish rogue inhaled a liquid rotting smelling liquid which caused him to run and scream like a little girl around the room.  What was worst was the runt, decides to throw the bottle at me.  As I am running and screaming my head off, harming my beautiful throat, we are surrounded by pod men.  One of them seems hell bent on putting out the lights with a bucket of water.

We dispatched these curs, and decided to follow the path that lead them to us.  We could hear moaning from a far as we traveled along the little stream.  We arrived at a room to discover a massive tree, who was shackled and cemented to the ground. As we approached, the roots I thought I were clearing, turned out to be the enemy.  The sword mage was able to distract the enemy long enough for me to use what I learnt from the "pop and lock" school to free myself.  The tree proved to be an ally, as we warned us of the other enemies on the ceiling.  Out of no where the cleric smite one of the assailants in one epic blow, freeing the helpless wizard.  The tree proceed to help us in combat with more living vines, shredding them with ease.

We discover a bucket of seeds next to the tree, to which he said, "My children".  Which made me through of the trees they were growing in the other room.  Someone is creating an army.  As the rogue went to unlock the shackle of the tree.  I blasted the stone that held it in place, with my thunderous shout of triumph.  To my surprise the tree thanked us as it collapsed.  Surely something so mighty could not die so easily.

Session 22

5 March 2012
  • The party investigated the Shroom's lab again (abandoned)
  • Briefly trapped in dual-portcullis room with poison smoke
  • Escaped! by virtue of a dwarf's hammer
  • Explored south from lab, discovered syringe chair and rack of bottles
  • Zacarias & Ashen drank potions which made them run in circles screaming
  • This attracted pod-people, which were dispatched
  • Exploration continued down an unexplored natural passage
  • The entry to a cavern was guarded by a pair of tentacle plants, which were destroyed
  • Inside, a treant was discovered chained and mortared to the ground
  • His name is Leafloam, and he doesn't seem quite right in the head
  • Another pair of tentacle plants was found guarding the other exit to the room, one was killed by Leafloam after he was unchained (his strike seemed quite powerful)
  • They too were destroyed, along with some moss creature which fell from the ceiling onto Hep'tzar
  • Ashen smashed the cement holding Leafloam captive
Present:
  • Hep'tzar
  • Dennis (Ramuh)
  • Karen (Vira)
  • Eric (Micrin, briefly at the beginning)
  • Danny (Ashen)
  • Michael (Zacarias)
Monster XP: 2700 / 5 = 540
+50 XP for those with encumbrance sheets = 590