Post by Dungeon Master on Nov 2, 2016 11:23:49 GMT -8
Session 15 - Fountain of Pestilence (03C).
The party, sans Sigrunin, manage to defeat the puss flying things and the wave of puss Zombies that were pursuing Deadmeat. Deadmeat wants the party to wade through waist-neck deep puss, sewage smelling stuff, and mixed chunks of blood, but no one else is that enthusiastic for going that direction. Sigrunin is the only reliable finder of traps, and no one is that eager to explore without her.
Sigrunin recovers and randomly picks one of the alcoves, this takes her back to the library room and the rest of the party...
The team decides to head south, despite Deadmeat making it very clear the party should not be running from a fight and that they'll likely have things coming behind them to kill them unless they deal with it now.
The outer two doors, that head south, are into dead-end rooms, but the middle door heads south until it hits a hallway which continues south or turns to the left (eastward). The party explores both directions. The eastern passage leads to several rooms, with another of the flying pestilence thing and more zombies plus several dire rats and one giant rat. There is a room, with a giant spider, which the party psyches themselves out into thinking it is massive and extremely nasty; they buff massively, outside of its area and then engage and kill it in the first round of combat.
To the south is a common living area, several living quarters, a kitchen and a storeroom. There is a room, of pestilence mobs, which includes a statue of something with a horned head, which the party physically have difficulty approaching; they decide to leave it alone and explore further south.
They find a room, with a set of stairs heading upwards, which are left unchecked. This room has healing motiffs all about, and there is another room to the north of this room. It too seems dedicated to healing, but something has written on the walls in a tongue no one reads.
Leaving the two healing rooms (and the stairway up) the party (Sigrunin actually) finds a pressure plate. She attempts to push down on it, to see if it is a pit trap, which it doesn't appear to be. There is another of these further along, which like the first doesn't seem to do too much. A minute later, a very well built portculis drops between the two pressure plates, which traps the party on the far side...
The passageway leads to another hand print on the wall. This functions for most of the spellcasters (the full casters anyway), but not for the pure melee/ranged guys. Touching those allows the party to use the teleportation and take everyone as a group.
This leads to a room, with hand prints on the North, South, West and East walls. Ulric is again falling asleep at this point.
Sigrunin and Deadmeat decide to use the North handprint, to see where it leads, but instruct the rest of the party to not follow until they know it is safe, and can return with that knowledge. This leads them to a 10 foot by 10 foot room, with just a hand print on one of the walls. The hand print doesn't do anything for either of them this time. They cast spells at the wall, summon a small earth elemental to burrow about, try to wildshape into different forms to burrow, without much success. The Elemental glides through the stone, with a message written on it in chalk, but it is seemingly lost or doesn't arrive before the summons expires.
In the morning Sigrunin memorizes a bunch of Stone Shape spells, but Deadmeat and Ulric come down with something that knocks them out and causes blood to ooze from most of their orfices. Jalaa and Sigrunin aren't feeling too well, but aren't in as bad shape. Thor (the archer, who has never been touched by the puss is 100% okay). Remove Disease scrolls are used, leaving one scroll on Ulric; these seem to do the trick, as the next day the disease is gone and everyone has recovered. Sigrunin uses some of her Earth Shapes on three of the walls that day, and memorizes three more on the following day (the recovery day) and basically destroys the hand-print on the wall that day. Deadmeat and Sigrunin die of lack of water.
The session ends there.
The party, sans Sigrunin, manage to defeat the puss flying things and the wave of puss Zombies that were pursuing Deadmeat. Deadmeat wants the party to wade through waist-neck deep puss, sewage smelling stuff, and mixed chunks of blood, but no one else is that enthusiastic for going that direction. Sigrunin is the only reliable finder of traps, and no one is that eager to explore without her.
Sigrunin recovers and randomly picks one of the alcoves, this takes her back to the library room and the rest of the party...
The team decides to head south, despite Deadmeat making it very clear the party should not be running from a fight and that they'll likely have things coming behind them to kill them unless they deal with it now.
The outer two doors, that head south, are into dead-end rooms, but the middle door heads south until it hits a hallway which continues south or turns to the left (eastward). The party explores both directions. The eastern passage leads to several rooms, with another of the flying pestilence thing and more zombies plus several dire rats and one giant rat. There is a room, with a giant spider, which the party psyches themselves out into thinking it is massive and extremely nasty; they buff massively, outside of its area and then engage and kill it in the first round of combat.
To the south is a common living area, several living quarters, a kitchen and a storeroom. There is a room, of pestilence mobs, which includes a statue of something with a horned head, which the party physically have difficulty approaching; they decide to leave it alone and explore further south.
They find a room, with a set of stairs heading upwards, which are left unchecked. This room has healing motiffs all about, and there is another room to the north of this room. It too seems dedicated to healing, but something has written on the walls in a tongue no one reads.
Leaving the two healing rooms (and the stairway up) the party (Sigrunin actually) finds a pressure plate. She attempts to push down on it, to see if it is a pit trap, which it doesn't appear to be. There is another of these further along, which like the first doesn't seem to do too much. A minute later, a very well built portculis drops between the two pressure plates, which traps the party on the far side...
The passageway leads to another hand print on the wall. This functions for most of the spellcasters (the full casters anyway), but not for the pure melee/ranged guys. Touching those allows the party to use the teleportation and take everyone as a group.
This leads to a room, with hand prints on the North, South, West and East walls. Ulric is again falling asleep at this point.
Sigrunin and Deadmeat decide to use the North handprint, to see where it leads, but instruct the rest of the party to not follow until they know it is safe, and can return with that knowledge. This leads them to a 10 foot by 10 foot room, with just a hand print on one of the walls. The hand print doesn't do anything for either of them this time. They cast spells at the wall, summon a small earth elemental to burrow about, try to wildshape into different forms to burrow, without much success. The Elemental glides through the stone, with a message written on it in chalk, but it is seemingly lost or doesn't arrive before the summons expires.
In the morning Sigrunin memorizes a bunch of Stone Shape spells, but Deadmeat and Ulric come down with something that knocks them out and causes blood to ooze from most of their orfices. Jalaa and Sigrunin aren't feeling too well, but aren't in as bad shape. Thor (the archer, who has never been touched by the puss is 100% okay). Remove Disease scrolls are used, leaving one scroll on Ulric; these seem to do the trick, as the next day the disease is gone and everyone has recovered. Sigrunin uses some of her Earth Shapes on three of the walls that day, and memorizes three more on the following day (the recovery day) and basically destroys the hand-print on the wall that day. Deadmeat and Sigrunin die of lack of water.
The session ends there.