Perhaps someday we'll all be able to find the time to return to the game and finish things up properly. I know that I had a pretty large amount of storyline left for these characters and their relationship with Bastion. Daisy's brother still sits out there somewhere. Temeris still is looking to become part of the Royal Explorers. What of Bastion and this man they wanted the group to track down? Lots of story lines left out there still...
For now though, here is the recap of the sessions they went through recently thanks to the writing of Jeremy once again (and placed here for completeness).
Session # 31 Recap
When unrolled, the scroll is revealed to
contain magical glyphs that activate as voice welcoming the RKFAC to a series
of quests and puzzles. As best the group
can determine, they’ve been lured into a mad wizard’s labyrinth! Soon after the scroll is read, a stone statue
becomes animate and attacks. A difficult
battle ensues, but between Festivus’ skilful deployment of magic missiles and
Daisy’s rage, the golem is destroyed.
With the construct dispatched, a secret
alcove opens. Inside is a chest and an unconscious
figure. While Temeris tries to awaken
the figure, Festivus examines the chest and finds another scroll inside; it too
contains magical glyphs activating a voice that instructs the readers to place
their equipment inside the chest, close the lid, and open it again to discover
their next quest. The party debates this
for some time, as it clearly seems to be a trap, but a search of the area shows
no exits. Eventually, the party members
comply, and each gains a small selection of new equipment and a potion, with
Daisy also receiving a scroll. When she
examines the scroll, a secret shaft, filled with water is revealed in the
floor. Caullum’s keen knowledge of
spellcraft allows him to surmise that the potions are of water-breathing, and
the way forward becomes clear.
Before the party literally takes the
plunge, however, the unconscious figure wakes up: Niesbrie, a mage-warrior, was
looking for his brother when he was lured to this labyrinth. Temeris introduces himself and the RKFAC, and
suggest they all work together to escape.
After drinking the potions and diving down
through the deep shaft, the party finds itself in an underground chamber with
multiple doors and riddles. Daisy proves
surprisingly adept at solving them, and soon only a single door lays
ahead.
Session # 32 Recap
Upon successfully answering all of the
riddles, a door opens into a strange room which has a floor divided into
squares assigned letters and numbers.
The party is confused about how to proceed and spends some time talking
strategy. Things get worse when Marcus
and Festivus decide to step on a square and are rendered unconscious by bolts
of lightning and then Niesbrie falls victim to spray of arrows after stepping
on another square. Daisy, Temeris, and
Caullum rack their brains for a solution to this newest puzzle, but remain
stymied. Temeris tentatively steps on
another square and is almost bitten by a snake, while other squares result in
more arrows, a ball of fire, and even a charging rhinocerous! Daisy jumps on the back of the rhino and
manages to tame it to some degree, and it wanders off. By sticking to the walls of the room, Caullum
is able to safely make it to the far side where an exit lays, but Temeris and
Daisy still seem to be stuck.
Eventually, after much trial and error, they figure out that the safe
squares follow the word “Follow the Gold” (part of the solution to the last
riddle) spelled with letters and corresponding numbers.
Soon, another door blocks their progress,
but this time the party is able to quickly open it by placing the physical
correlates to the answers to the previous riddles on certain ledges.
The next and last trap, however, is a
devious one indeed! Beyond a curtain,
five undead skeletons advance, trailing a glowing golden rope behind each of
them. Each rope is connected via a ring
in the ceiling to a hostage held suspended above a spiked pit! Destroying a skeleton means the rope will
become slack and the hostages killed.
The heroes advance carefully, with Caullum and Temeris grabbing a rope
before attacking the skeleton it is attached to, and Daisy jumping into the pit
and smashing the spikes with her great club to create a safe place for the
hostages to land. By working together,
the skeletons are destroyed and all of the hostages are rescued. Questioning reveals they were the labourers
at the seemingly abandoned farm which the party originally set out to
investigate.
After a magical portal takes the heroes and
the rescued farmers back to where the labyrinth began, a series of treasure
chests are found with a large diamond inside for each adventurer. Soon the party finds an exit, and begins to
lead the farmers back home. On the way,
however, they are startled by a mysterious figure wearing black on
horseback. He calls from afar “You have
survived this day, but we shall play again!”
Temeris vows that the Royal Karameikan Fist Adventuring Company will be
ready.
Thus is the end of one adventure. The Company stands ready for another to
arise!
Thanks again for running a great campaign, Steve!
ReplyDeleteHere's the final allocation of party treasure:
In addition to the coinage that Temeris, Atvan, Daisy, & Caullum should have written down in my last e-mail (5405 gp, 25 sp), they should also write down this sum: 2578 gp, 7 sp.
(we also have enough horses for every PC to take one too)
masterwork chainmail [SOLD]
Masterwork Full Plate [Purchased for Marcus by Party; each Party Member Deduct 240 gp]
a masterwork light mace [FESTIVUS]
masterwork large steel shield (worth 119 gp) [CAULLUM]
Potion of Invisibility [TEMERIS]
Potion of Aid [MARCUS]
Potion of Fly [FESTIVUS]
Oil of Bless Weapon [DAISY]
Potion of Cure Moderate [FESTIVUS]
Potion of Cure Serious [TEMERIS]
Potion of Cure Moderate [ATVAN]
Potion of Resist Energy (Fire) 30 [FESTIVUS]
Potion of Cure Moderate [DAISY]
Potion of Tongues [ATVAN]
Potion of Lesser Restoration [MARCUS]
Potion of Remove Blindness/Deafness [MARCUS]
Potion of Eagle's Splendor [TEMERIS]
Potion of Enlarge Person [DAISY]
Potion of Cat's Grace [TEMERIS]
Potion of Delay Poison [FESTIVUS]
Potion of Darkvision [ATVAN]
Potion of Displacement [ATVAN]
Potion of Cure Serious Wounds [CAULLUM]
Oil of Magic Vestment +2 [ATVAN]
Potion of Shield of Faith +3 [MARCUS]
Potion of Eagle's Splendor [FESTIVUS]
Cloak of Resistance +1 (bonus to all saving throws) [CAULLUM]
Wand of Call Lightning (4 charges left @ 8th level) [FESTIVUS]
Ring of Climbing, Improved (+10 on Climb checks) [MARCUS]
Necklace of Protection +2 (AC) [DAISY]
Robe of Scintilating Colors (has daze attack & can be used for concealment) [TEMERIS]
Necklace of Adaptation (wearer immune to all harmful vapors & gases, can breathe underwater) [ATVAN]
Ring of Protection +2 (AC) [ATVAN]