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Session 055 Horin and the creature in the well..

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Session Details

Session Date: 04 May 2025
Game Date: 01 Fireseek CY 627

Session Summary

Synopsis

This Session

Session Results

Experience

The running tally of XP earned is found on the Party Experience page.

Treasure

Party Treasure

Tasks or Quests

List of tasks or quests undertaken.

Rumors or Intelligence Gained

Apparently nothing noteworthy this session...

NPC's of Note

--- title: "55th Session - Horin and the creature in the well..." aliases: "55th Session - Horin and the creature in the well..." foundryId: journal-FT2XxG1z20ffx6SP.JournalEntryPage.kJAxsahNZ89jLoYK --- Date: 25 Feb 2022

Day 18 mid-day to afternoon

Synopsis:

The party advances deeper into the tower while Horin and Aileen spar verbally.

This Session:

Luthaist throws a blanket over the stone guardian in an attempt to free Mourn and Ragnum  from the fear effect. The blanket fails to convince Mourn and Ragnum to advance. Luthaist throws the blanket over Mourn while Aileen knocks him unconscious and carries him up to the tower. Ragnum is left blabbering to himself locked in a death stare with the guardian.

inside the tower Gallandin and Stirkirk fall in the well while Horin slowly advances to the well afraid of falling in. The well erupts in a collum of water as an elemental begins attacking Gallandin and Stirkirk. Horin casts control water and empties the well with the elemental by directing it through the passwal portal to the outside of the tower. At the same time Luthaist enters he's swept back outside by the colum of water and  attacked by the water elemental.

The party rushes to his aid and after a long brutal exchange of blows along with some well timed wand & spell attacks  in response to multiple critial wounds (crushed ribs, concussions, stuns) inflicted upon the party they finally manage to defeat the elemental. Horin attempts to convince Ragnum to enter the tower and is unable even with a potent combination of magical spells and sound Dwarven reasoning to get him to move. He finally decides to drag Ragnum into the the tower and after a contested battle of raw strength Horin overpowers Ragnum to get him inside the temple  just as the passwall spell dissipates trapping them inside the tower.

Mourn spots some ivory in the bottom of the well so Luthaist descends into the grey oozing muck to find a bronze banded ivory chest. After climbing out Gallandin and Luthaist examine the box and seeing no traps pry it open and find it contains valuble gems, some amulets that have corroded together, and a scroll containing two spells.

As the party contineus to seach the room Gallandin casts find familair and sends his new hawk familiar up and down the curved stairway. The dungeons dont seem to have been disturbed in years and the perceptiable breathing sensation is heightend by the warm damp air that intensifes the deeper the bird goes into the dungeon. The stairs up lead to a landing and series of hallways so the party decides to go up instead of down.

As they reach the top of the landing they come face to face with a 8' miniotaur statue and an uncomfortably darkened set of hallways that seem to absorb all noise.

Party Experience:

Milestone(s) 1000 making it to level one of the tower

Combat - 130 defeating the water elemental

Individual Experience Bonus:

Gallandrin: 350 - Good use of spells, crative use of familiar, playing in character. 

Horin: 725 - Heroic action benefiting the group (rescuing Ragnum), great clerical role-playing + dark humor/banter about Aileen's personality/profession, creative use of control water 

Luthaist: 650 - Heroic action benefiting the group (rescuing Mourn), playing in character

Mourn: 375 -  Motivating the party (entertaining banter), inspiring Aileen, combat tactics.

Treasure:

See party sheet

Major NPC's:

Tasks:

Rumors:

A group of Dwarves live in caves of the wailing winds.

Elves of the Adri Forrest are able to kill the monsters of the realm who enter the woods.

Velor's forces dont venture south into the Adri Forrest 

The plains of Demoray are dangerous (usually fatal to enter) in the day and much worse at night