Post by Dungeon Master on Nov 2, 2016 11:23:14 GMT -8
Session 14 - The Fountain of Pestilence (03C)
The stairs descend to a room with three doors. The room has a thick stream of puss, mixed with dried chunks of blood, oozing in from the North West corner. The pus has the attention of four Zombie like creatures who seem to be crouched about it, possibly drinking from it.
The party defeats the Puss Zombies without much issue, except that anyone who is melee range is covered with a spray of puss, every time the Puss Zombie takes damage. In addition, the pond of puss (seeping in through the wall) lashes out at any living creature that moves within 10 feet of it, seemingly as if intelligent.
Those showered with puss (via the Zombies) or struck by the puss pond/rivers make a fortitude save, with seemingly no adverse effects whether on a save or a failed save.
One of the exits leads to a room, without much of interest in it, and no additional means of advancement (the eastern most door, on the south wall).
The west door (in the South West corner of the room) leads to a hallway, which winds around and comes up to three doors each leading south. The scout (Sigrunin) returns to the party at this point and checks out the Northern door.
This leads to a rectangular chamber with a massive puss pond in the middle of the room. There is a hallway to the right (east) roughly halfway into the room, with a river of puss flowing into the room's pond from somewhere beyond. The northern wall has a series of books along one face, and there is an alcove with a carving near the books.
Sigrunin bounces coins into the alcove and then touches it, which transports her somewhere unfamiliar. Deadmeat attempts to use the alcove, but neither touching nor bouncing a coin or marble and then touching will activate it for him (Ulric is asleep, in his chair at this point) with Thor and Jaala kind of following Deadmeat's lead.
Sigrunin finds herself in a room with several cabinets along with cupboards above them. There is a decrepit looking chair in the room, and it quickly becomes evident the room has a guardian which attacks her. Through a combination of summoning allies, spell casting, and wildshape melee attacks, she emerges triumphant but is essentially out of resources and close to losing consciousness. There are two alcoves within the room, but she is not sure which takes her back (if either) or if they both take her forward. She decides to sleep for the night, without investigating the room further, so as to not set anything off.
Deadmeat wants the rest of the party to navigate through the puss/blood ooze and beyond, but they're not too sure about that course of action. He opts to go himself and finds a large room dominated by a massive pool of puss that flows into the walls in several places. The puss flows west (where he came from) and east (through a doorless area into a hallway). The room has a statue of some kind of a healing god, except that it has been corrupted in some way. As he spends time in the room, giant puss bubbles begin to form and coalesce into shapes. He discovers he can damage the shape, prior to it forming into anything, but that does not kill it but merely delays its' formation for that round. Four of the shapes begin to form, and he does not have enough actions to damage them all.
He retreats to the library room and makes a stand there, as the healer, the tank (who is sleeping) and the archer are there.
That's where we end the session.
The stairs descend to a room with three doors. The room has a thick stream of puss, mixed with dried chunks of blood, oozing in from the North West corner. The pus has the attention of four Zombie like creatures who seem to be crouched about it, possibly drinking from it.
The party defeats the Puss Zombies without much issue, except that anyone who is melee range is covered with a spray of puss, every time the Puss Zombie takes damage. In addition, the pond of puss (seeping in through the wall) lashes out at any living creature that moves within 10 feet of it, seemingly as if intelligent.
Those showered with puss (via the Zombies) or struck by the puss pond/rivers make a fortitude save, with seemingly no adverse effects whether on a save or a failed save.
One of the exits leads to a room, without much of interest in it, and no additional means of advancement (the eastern most door, on the south wall).
The west door (in the South West corner of the room) leads to a hallway, which winds around and comes up to three doors each leading south. The scout (Sigrunin) returns to the party at this point and checks out the Northern door.
This leads to a rectangular chamber with a massive puss pond in the middle of the room. There is a hallway to the right (east) roughly halfway into the room, with a river of puss flowing into the room's pond from somewhere beyond. The northern wall has a series of books along one face, and there is an alcove with a carving near the books.
Sigrunin bounces coins into the alcove and then touches it, which transports her somewhere unfamiliar. Deadmeat attempts to use the alcove, but neither touching nor bouncing a coin or marble and then touching will activate it for him (Ulric is asleep, in his chair at this point) with Thor and Jaala kind of following Deadmeat's lead.
Sigrunin finds herself in a room with several cabinets along with cupboards above them. There is a decrepit looking chair in the room, and it quickly becomes evident the room has a guardian which attacks her. Through a combination of summoning allies, spell casting, and wildshape melee attacks, she emerges triumphant but is essentially out of resources and close to losing consciousness. There are two alcoves within the room, but she is not sure which takes her back (if either) or if they both take her forward. She decides to sleep for the night, without investigating the room further, so as to not set anything off.
Deadmeat wants the rest of the party to navigate through the puss/blood ooze and beyond, but they're not too sure about that course of action. He opts to go himself and finds a large room dominated by a massive pool of puss that flows into the walls in several places. The puss flows west (where he came from) and east (through a doorless area into a hallway). The room has a statue of some kind of a healing god, except that it has been corrupted in some way. As he spends time in the room, giant puss bubbles begin to form and coalesce into shapes. He discovers he can damage the shape, prior to it forming into anything, but that does not kill it but merely delays its' formation for that round. Four of the shapes begin to form, and he does not have enough actions to damage them all.
He retreats to the library room and makes a stand there, as the healer, the tank (who is sleeping) and the archer are there.
That's where we end the session.