CHARACTER LINEUP
We need the loot and XP split from last session.
Grittr Klort - 184 xp Eomiaje and everyone - 312 xp
144.5 xp treasure for 5 characters.
We are in MAELC, a hamlet 35 miles west of Ornholm. There is a 30% population of Dwarves here. We started off in this hamlet.
We once again arrive at the ruined tower. There is a central level and a top level that has collapsed.
Mirella, a Cleric of Venha, was tasked with going to this tower. The temple knows that there was a sect of Venha Clerics that existed here. They had towers throughout the Sea of Grass. They were tasked with maintaining the towers, which were like magic light houses. The lantern was blessed by Venha, and it was powered 24/7 by a Cleric that meditated. It provided protection across the land. Many of the towers were lost or looted.
Last time we recovered a lantern. We took it back to Maelc but not delivered back to the Temple of Venha.
We are outside the tower from the north. We are facing the tower on the north.
Yohan is on a Medium Horse. Voltendo has a horse. We also have two Riding Horses.
We check for tracks around the perimeter and there are no new tracks. We will go through the south door.
DOORS: Voltendo, Yohan, Desmond.
We push open the warped wooden door. We find that it is empty except for signs of old battle. The Giant Toad corpse is rotting and covered in flies.
Dexter lights a torch. The Giant Toad appears to have been partially eaten by small creatures over time.
We try to open the Trap Door. We see stairs and descend down.
There are 3 wooden doors. One has a hole on the right that looks like it was eaten through. To the left is some waste, larger, like amphibian waste.
We try to open the door to the left and step over the amphibian waste.
We open the door and find no Giant Frog inside, but we do see 6 old barrels that have been rotted out from moisture. To the left is a pool of liquid that takes up the majority of the chamber. This pool is separated by a stone wall that goes up 3' in height. On the surface of the water is some algae. It looks stagnant.
Yohan hops up on the wall and uses his spear to poke the water. Mirella would not know what the pool is.
Yohan disturbs the surface of the water and can see that the water below is foggy and can see the bottom of the pool. When he pulls his spear away, the metal is gone!
Yohan drops the shaft of his spear.
Voltendo lights a torch and Desmond douses it with strong spirits and the algae on the ground is burned away.
Voltendo tries to light the algae while Eomiaje opens the door and looks. Voltendo burns the algae on the surface, which burns away quickly. There are remnant strands of plant that float down to the base, but the Green Slime is mostly gone.
On the bottom of the pool is a single gem. There is a faint magic in the pool.
Venha is Lawful Neutral. Yohan dips an iron spike into the pool. Mirella will step into the pool along with Desmond. They can feel that there is a faint sense of well being, like a distant pressure of goodness being applied.
They can sense some suffocation of positive energy here. Something is blocking it. Desmond focuses and does not detect evil.
The pool is 3' deep and the wall is 3.5' and takes up the whole area. 1800 cu. feet. There is sediment that was not part of the algae. Desmond kicks it around and does find anything but the 1 gem.
Desmond retrieves the gem.
They will use their shields to scoop out the sediments. Voltendo gets in the pool and helps out.
Eomiaje is holding open the door and listens from the north side.
They pull out a bunch of gray and brown sediments.
Voltendo will pour some sweetwater, 2000 cu feet used. The water of the pool clears up and all the remaining sediment disappears. Mirella, Desmond and Voltendo step in the pool.
After a moment they feel a deep sense of well being and gain 1d8 hp that will go over their max! 1d8 temporary hit points.
They sift through the barrels and Yohan taps on the walls. The pool has turned back to the state it was in before.
Nothing found and no doors. They push open the north door. We fail the first time.
We find a curved passageway that goes forward, nothing inside the room that we can see. Eomiaje has his bow out and nocked, ready.
The north west corner is collapsed into a lower tunnel, we can see that it goes down about 12' into a tunnel that curves around. We can also see the base of some natural stone steps going up.
Inside the room is an altar on the east side, to Venha. It has 4 stone bowls built into the corners, built directly into the table. As a Cleric of Venha, Mirella knows that these are meant for some flammable oils for ritual purposes. They sometimes have special oils that can burn for a long time.
We can see a faint glow of light to our left. There is a dim glow, like a crimson reddish glow. The glow of Fire Beetles…
We cross the room and go down the hallway as Desmond checks the rear of the marching order. We see another room that is partially finished with a door to the left. It looks like a cavernous room. Hallway goes straight forward and a statue of Venha on the west wall. Coins left at the base of the statue total:
We rest for 1 turn. Eomiaje does not detect any traps. Dexter's torch dies.
Dexter switches out his torch.
Eomiaje checks for traps in here but does not find any.
The statue is neutral, wearing a robe and holding a staff with a helmet. 7' tall with a 2' plinth. We walk past the statue after a 30' hallway…
We are not surprised.
The Rangers detect a shifting in the air, something subconscious, something up ahead.
Desmond gets to the front. He sees 2 more robed undead that shamble rapidly into the room. They go straight for the frontline.
Mirella fails to turn them. Eomiaje misses with his bow.
They have AC 9 from a chage. Frontliners swing.
Two Zombies attack Voltendo. One of them hits, which deals 8 damage! Voltendo goes down and is at -1 hp!
Eomiaje pulls out his sword.
Klort misses with his dagger. Desmond and Yohan attack, they both hit for 7. Killing the first one.
Eomiaje hits for 4 damage. Dexter hits for 3, killing it!
Voltendo is stabilized. To the left are some stairs going down.
Yohan finds that the Zombies had wooden symbols of Venha!
We are not surprised, thanks to the Rangers.
Coming from the south are 3 Fire Beetles and we also hear the sound of a door opening, 3 doors.
The Fire Beetles are charging. Eomiaje misses with both shots. Dexter's Light Spell goes off and is blinded!
The other two charge forward into our group.
Yohan and Desmond can attack. Yohan misses but Desmond does 8 damage. That kills one!
Desmond is attacked but missed!
Coming up the stairs are 3 more Zombies, Mirella tries to turn and does not!
They charge into the room.
3 Zombies charge into the backline
Mirella got hit for 1 damage.
The Beetle attacks first. The blinded Beetle goes back down the hall. It attacks Yohan and misses.
Eomiaje hit for 9 damage, it still moves! Klort did 4 damage on Dexter. He still has 2 hp.
2 Zombies on Yohan, 1 on Dexter. Yohan is missed! Dexter is hit for 5 damage, he is at -3! DEXTER IS DOWN!
Beetle attacks Yohan and misses.
Eomiaje does 10 damage, killing one. Desmond does 4 damage killing another Zombie.
1 Zombie left. It attacks Mirella, which misses.
Beetle attacks Desmond, misses.
Eomiaje did 11 damage to the Zombie, Killing it. Desmond attacks the Beetle for 6 damage.
We all miss the next round.
Desmond hits for 3 which kills it! Combat Ends!
We go down the stairs with Mirella. After 20 feet there is a door in an alcove to the left. From under the door, there are streaks of black discoloration as though a high powered explosion went off, as though a few streaks of energy went off along the base of the floor. Looks like a blast happened. We see another door on the north wall of the hall and the south wall. Further down is yet another door.
The Blast marks look undisturbed, part of it cut into the stone. The blast looks old.
We take the bodies and start heading back to Maelc.
We escape the tower and return unscathed!
Rolling the Gem,
Distributing combat xp. Voltendo buys the gem.
14 gp each.
144 xp.
Eomiaje buys a light warhorse. along with Saddlebags and such.
The Weather is clear.
Some still have their temporary hp.
Ragnar, Desmond and Yohan on doors now.
We arrive and start looking for traps on the outdoor building. No traps.
Yohan begins chopping down the door and reveals a room inside. There are 3 arrows slits inside. We can see clearly into the room. The Chamber is empty of furniture, just debris.
There is a skeleton, leaning back up against the wall. It has rusted platemail and a rusted horsemans mace. There is a brass ring and a silver holy symbol of Venha.
No magic detected when she casts detect magic.
We can tell that there are no wounds on the skeleton, no deep cut. It may have been bludgeoned. The Armor is undamaged so they were not in a fight. They looks like they were sitting against the wall.
Eomiaje inspects the skeleton and finds that the inside of the armor is slightly discolored, as though liquid or gas was applied to it.
We head down the trap door and find ourselves in the room with the altar and start searching. Eomiaje looks for traps. We spend 10 minutes searching the altar.
Desmond finds a hidden panel in the rear of the altar that could be removed with a dagger.
Eomiaje is looking down the tunnel. We see the glow of light at the end of the tunnel.
Mirella will open the panel. She finds a small tome called “The Rites of the Windgrass Emberwatch” It is 1” thick. She tucks it away carefully and then she feels around inside, nothing else is found.
Margret is interested in the book too. Mirella also looks through it. It is a book describing rites. It is written in common.
The tome describes how to maintain a tower and the lantern, along with the chosen cleric that powers the lantern. It was written before the severing. There are two words in the margin: Teforia Alanko
We head north and do not succeed the first time on the door.
Inside is a curving passage that links downward to the passage we saw.
We continue down and Eomiaje has his bow nocked, heading toward the glowing light. We can see into a sizable cavern area. It is filled with billowing smog, like a yellow sand color. It is thick and full of life.
Margret departs immediately.
The cloud ends just before the tunnel. It is illuminated by rays of light that we believe look like Fire Beetle glands. we can see 5' into the room.
Desmond tosses a lit torch into the cloud.
There is a musty fungal smell to it.
Desmond tosses the torch that leaves a hole in the cloud, but it gets filled in. One torch goes out when it lands but the other burns. He can see more into the room. He hears a skittering and a scree of alarm, but disipates. It illuminates the room.
There is the edge of some sort of stone basin or bowl that is a couple feet off the ground. like the kind to throw pyre logs into, like a brazier. Only light comes from a torch. We cannot see the light of the “Beetles” that we saw.
On the edge of the bowl is some thing releasing the gas. It looks like a sizable mushroom, 4' tall and partially growing out of the bowl and the ground. It is releasing the cloud of gas. It looks like huge quantities are being pushed out and sucking in gas.
They can see one bone. The mushroom was a rusty yellow color.
We go back to the north and into the site of the battle.
While Eomiaje collects glands they inspect the statue and does not find any secret compartments.
In the north room, there is a large heavy looking silver trimmed steel medallion. It depicts a peaceful resting face. Affixed permanently. There are no keyholes.
Eomiaje searches the door for traps. No traps.
Eomiaje, Klort and Margret listen but do not hear anything.
Yohan, Ragnar and Desmond on doors.
They push open the doors.
AN ERUPTION OF FLAME FILLS THE ENTIRE CHAMBER OF THE ROOM!
Eomiaje takes 8 Desmond has 2 hp. Margret died. Klort is dead. Yohan takes 8. Mirella is alive. Ragnar is alive.
Eomiaje goes to hold the door before it shuts.
There is a stone table to the left, low to the ground, with an unlit candle that is in the center of a spiraling platinum object. It is a Venha meditation focus. It twists around the candle. Sitting before the candle is a translucent image of a person, a woman crosslegged on the floor. Eomiaje can see through her.
Mirella enters the room and sits down next to her and starts to pray to Venha. Yohan grabs a wooden holy symbol of Venha and puts it on.
Mirella senses that there is a disturbance but something is not alright here. Image or Ghost is looking at the focus and does not blink. Mirella calls to Desmond to search the room and he takes a thorough look around for evil intent. He can sense that there is evil coming from the image. It is wearing a silver holy symbol of Venha however it is easy.
Mirella says “Who are you that has corrupted this holy place”? It does not respond.
She asks if she is the Guardian, nothing happens.
Mirella tries to Turn Undead.
Right when she places her hand on the candle and the expression changes to a grin. There is a howling screech as the noise tears through the air as the candle is touched. But the image continues grinning but otherwise still meditating.
Desmond says we can come back with holy water.
While we are discussing what to do, the Skeletons of the Zombies tear and rise up!
We win initiative.
Ragnar hits for 4 damage. Three Skeletons attack Ragnar and Yohan x2. Yohan is attacked twice for 8 damage. 1 on Ragnar hits for 3 damage.
The Holy Water is cast on the image, which causes it to become distorted, which splits it and the Skeletons falter. They are now staggered at -4 to attack.
Ragnar hits for 3 damage, which destroys one. Yohan did 4 damage which destroys another Skeleton. Desmonds attack passes through the image.
We see 4 more Skeletons coming, they end their turn at the end of the hall.
Mirella tries to meditate on the lit candle. She will get a Dispel Magic versus the image. She must roll a 26 or better? SHE SUCCEEDS!!
Mirella defeats the image, which disspiates silently. The light from the candle disintegrates the image, all of the Skeletons drop!
Ragnar is healed for 2 hp. healed again for 4, he has 8 hp.
We find nothing else in the meditation room. The candle is made of spiraling platinum. Mirella wants to take it back to the temple.
Klort will need 1375 to be raised. Margret's spell book will be 800 gp in value.
The blast that effected us was mostly just heat energy so there is not scarring anywhere.
We leave with peoples bodies and head back to Maelc.
We arrive unhindered.
To get someone raised would be 30 miles to Ornholm. Holt can Raise people.
We will take the lantern on a Medium Warhorse (of Yohans).
We head out east after the rain stops. Everyone is healed to full!
Travel to Ornholm is uneventful. (whew!)
We have 8 movement points due to a medium warhorse. We travel across the Sea of Grass to Gren.
We are safe! We arrive in Gren.
In Criss Antha. Mirella gets a discount on class training and Klort gets a 50% discount.
Klort's body is healed for 7 hp and he is RAISED SUCCESSFULLY. His CON is now 10 and he gets 1000 xp.
Mirella presents the lantern, the holy symbol, 50 gp for the symbol.
Detect Magic is cast and nothing is magic.
Meditation focus is 1400 gp or worth a favor.
We get 2100 gp from selling these items to the temple of Venha.
Brass Ring is 80 gp, goes to Eomiaje.
Timbraun will give us 400 gp. Fire Beetle glads are 32 gp total.
452 gp
475 xp
Klort gets 1475 xp
Klort is level 2!
Desmond buys Plate Mail.
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