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Session 060 Sometimes words can hurt you..

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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: "60th Session - Sometimes words can hurt you..." aliases: "60th Session - Sometimes words can hurt you..." foundryId: journal-sWdGKPQvVZvalMMH.JournalEntryPage.rezNaKCJKntKWfAk --- Date: 29 April 2022

Day 19 late morning

Synopsis: Making their way past the final level 2 guardians the party finds itself in front of yet another trap, this time an entire room is a puzzle that must be solved.

This Session:

Free from being chased by the sphere for the moment Luthaist, Mourn, and Gallandin finish their search of the room. Gallandin grabs a stack of interesting papers while Luthaist searches the telescope room. He notices something strange about the positioning of the telescope and an second secret door but cannot figure out the access mechanism. While Gallandin contineus to review the papers (now identifed as notes on the tower, and details on the fauna/geography of the region) Mourn and Luthaist figure out how to open the second door at which point Luthaist promptly disappears through it.

Meanwhile in the hallway Horin senses the sphere is returing to the entry foyer as the light (and heat) emenating from down the steps gets closer. He rushes back down the hallway and grabbing Stirkirk and Ragnum heads towards the library. As teh sphere rounds the corner it senses Horin and moves quickly to attack. Shouting a warning the rest of the party rush to the telescope room where Mourn explains how to work the secret door as each one steps inside. 

All the while Luthaist has been moving down a hiden passage with with animiated windows depicting scense from before the tower was gagteed through to the demi-plane juxtaposed with the current reality beyond the window of a hellish nightmare realm. As he moves past each window he is drawn towards it but fight off the urge to look outside. The rest of the party now through the door is partialy transfixed by the scenes and Stirkirk who's fragile sanity is always as the risk of breaking succumbs to the imagery and begins babbling and ultimately black out. Mourn blocks the window with his cloak as a shadow creature attemtps to grab Stirkirk by pushing through the cloak in a terrifying visage but Mourn beats it back. Horin attempts to dispel evil but it sees to have no effect. Gallandin levitates Stirkirk as Horin/Mourn tie him by his feet like a ballon and they drag him up to the next level.

Now on level three the party finds the floor is wide open but covered in bones and glowing etched letters with a stairway on the opposite wall leading up. Gallandin sensing a trap sends his familair forward and thinking it safe on the stairs to level four is shocked to find it suddenly crushed in an invisible grip and deposited unceremounously dead onto the floor. In anger Gallandin firballs the entire area and seems to glimpse a twisted figure burning but can find no body. Horin having no patience for traps steps boldy out and is quized by an unseen voice about the owner of the tower to which he must answer by pushing a wooden platten across the letters in the floor in response. Answering correctly he is allowed to pass. Aileen scampers across the wall using her thiefly skills and for but a moment touches the floor and is struck hard enough to nearly kill her but makes it to the far steps with Horin.

Hoping moving as a group will reduce the number of questions they must answer Mourn and Gallandin step out together and are questioned but answer incorrectly at which point a flicker out of the corner of their minds eye they sense a menacing figure at it strikes them both...

Party Experience:

1340XP Milestone - making it off level two, defeating the spectral guardians, and figuring out the 3rd floor trap is beset by both a puzzle and demonic.

Individual Experience Bonus:

Gallandrin: 200XP Deductive reaoning 

                       400XPC Comedic effect of levitating Stirkirk to get him moving, trying to stop the ouiji guardian, helping solve the rooms first puzzle

Horin: 575XP grabbing the star charts, attempting to dispel the evil, and the first to answer the question/pass the level

Luthaist: 200XP deductive reasoning figuring out the secret door

                  475XP playing in character, avoiding the alchemist table trap, trying to explore ahead of the party, and staying aloof while the party tries to bypass the guadians and the ouiji board

Mourn: 200XP deductive reasoning figuring out the secret door

               350XP for assisting the party throught the secret door, helping protect Stirkirk, and stepping out with Gallandin onto the puzzle floor.

Ragnum:

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