session #5 Swords & Skeletons
A party forms at the Coney with the intent to return to the Sand-hole Hideout and this time they aim to breach the "cold door" with a recent acquisition of pick-axes.
- Chet Von Milstead- Mongrel-folk bard.
- Crazy Irma - lvl 0 daredevil
- Andro Buthidae - Mongrel-folk fighter
- Francesco - lvl 0 thug
- Shmelf the Elf - Fighter/Magic-user
- Tanduu - Vat-Spawn
On the way back to the Sand-hole, the party finds themselves briefly lost in the nearby jungle. A chance encounter with a gardening skeleton and their silent, robed associate results in the party being put back on the path with a tidbit of information about a hidden cord. The party soon finds their way to the Sand-hole, find a cord hidden in the vines and experience an unexplained, loud report after yanking it.
Soon, they make their way to the "cold door" and break their way in to find the source of the chill as well as some dusty treasures and a forgotten prisoner in a cell. The long expired subject was relieved possessions, including a sword which seems to be one of excellent craftsmanship. Tanduu lifted more than he hoped as a rot-grub inhabiting the rotting pack began to work its way through his left arm and towards his chest. As a precaution, the arm was removed by Andro and Tanduu and the worm was vanquished.
Further exploration uncovered a pedastal with odd properties, a barricaded hallway, and a store room of fresh goods and a canoe. The adventured ended with an encounter at the side of an underground river. The party met a tall, free-spirited rambler in a thick grassy coat and woven hat of reeds that goes by the name "Dusty Buttons."
Found that evening on a scrap of paper at the Coney:
Tänduu’s Tuu-Duu List:
-Get lost on the way to The Sandhole.
-Meet some very nice skeletons.
-Ask for directions.
-Find a secret.
-Enter The Sandhole.
-Fight some yip-yaps.
-Enter a freezer.
-Find some keys.
-Unlock a prison cell.
-Reach for an impossibly pristine sword.
-Be burrowed into by a worm.
-Cut off my arm (tourniquet supplied by my new scorpion-esque friend).
-Squish!
-Unlock a chest with some moldy books inside.
-Find some boots…
-…that lead right to a venomous spider.
-Survive a spider bite.
-The spider wasn’t so lucky.
-Come to a door with some angry gibberers on the other side.
-Go down the stairs to an underground river.
-Meet Dust Butt.
-Swim the river.
-Swim back.
-Depart, portaging a canoe.
Defeated monsters:
- killer bees 18 xp
- 5 kobalds 25 xp
- 1 rot grub 25
- 1 crab spider 25 xp
Treasure recovered :
- 30GP and 4 sp in coins
Other treasure:
An exquisitely engraved sword taken by Tanduu. The blade has engraved writing in the language of Luminous Imperial (the writing is a prayer to the radiant Irene) and two inlays of silver run down the blade.
EXP per player = 31
GP reward per player = 5 GP
- Tanduu, after the adventure, seeks the help of the archivists at the blue spire. After consulting the archival orbs, Tanduu learns that the recently recovered sword may have belonged to long lost hero of the luminous empire named Garth Bohua. Garth was an adventurer and mercenary captain that gained notoriety during an event known as the nights of reflection, when an organized group of doppelgangers were discovered to have infiltrated the imperial court. A brief, bloody period of paranoia and distrust resulted in many dead attendants and dopplegangers. Garth was said to have a nose for rooting out shapechangers and it is rumored that this sword was used to slay many of the creatures.
How this weapon ended up here is anyone's guess. It's properties remain unknown.
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