Session 9
started with only two players present for the first part, Miklas Domonkos and
Sigmar. A generic +20% for select skills and a +1d6 for damage was given out to
represent the invisible party members. Heading west since the way north was
blocked by the skeletons, they encounter room 14, with two watchers facing each
other, a rusty hammer a bag and stone shelves. They rush the watchers, knocking
them over and severing the heads. But setting them off.
Six
Gelt-Promised shamble forth. The party notice one hand is cupped open and their
rusty swords are held in their scabbards The party are sure they are infectious
given how the remaining flesh bulges and rots around the gold rings. It is
realised they want something, on the mention of money they first dammed traitor
flashes a number with their free hand. As the hacksilver is poured in, it is
absorbed, turning black and oxidized. After the first two topple over, the two
realise they don’t have enough hacksilver to pay the rest and draw weapons.
Fighting goes back and forth, as the dead can parry and were warriors in their
own times. It takes a while, and the party are wary of the gold rings, I roll
POW x 5% and it passes like a Call of Cthulhu Luck check. Hrafnkel puts the
rings in his bag.
Passing into
the larger room 13 with the cage of blades and the fire which banks itself as
they approach. Seeing it’s built into a helmet and the cage is blades, they initially
think about pulling it, since I elaborate on the fine workmanship of the blades
before deciding to leave it to Althrow Tams, new Sorcerer of elemental fire. A
good roll from the player even if elemental water or earth could have literally
busted the dungeon wide open.
They continue
the vague directions of Dainéal Ó Ceannaigh, turning north at the intersection.
They see the room with a whirling ball of horse teeth. The walls were bitten
and chewed, they were suspicious. Sigmar step forth and battled with it, the ball
could not yet bite through her armour, but scattering the ball meant they saw
it clump together again. I say they can pass a Doge roll to run through or two Parry
rolls. They go through fine. The remaining players except for Hrafknel’s player
turn up.
From the
awful smell and images on the door into room 19, they choose not to go through.
Heading into room 20, wary of the light. They are shocked to see a chimney with
natural light. Theya re disturbed by the leeches which play inside the ribcages
of Fionn Ó Ceannaigh’s Bonded
Dead and on his own. Fionn is well preserved, very taunt despite retaining his
hair and tattooed skin. He listened to the party’s woes, rubbishing Dainéal’s
claims and offering his own interpretations, which always emphasis himself as
the rightful king. He said there are darker things beneath the rock, and the
Invaders (always vague) locked away someone druidic. He offers the party free
passage and treasures of the floor if they return to kill Dainéal. He mentions
how he can’t tattoo anyone anymore as he’s the only one with skin and indicates
the fine set in the corner. He confirms the chimney goes up to the surface.
Yrestor asked
if they could prove he was truly immortal, since he was questioning how one could
claim to be a king when dead. Fionn said a king (semantically) remained
a king even in death, and if he was to be struck by a blade, he would not die. Sigmar
felt a crawly thing drop from the ceiling and told her to be quiet. Yrestor
passed an ambush roll and cut him nearly down. Outraged, Fionn orders his dead
forward and the rest of the players surge forth and finish hacking him down.
The Bonded Dead are possibly confused, their oaths no longer apply (there’s no
description of what happens if they are still present, though they remain and
the curse of undeath is tied to the three lords).
The party waste no time in hoisting away the body, taking the tattoo set and
stripping it outside, cutting off the head to present to Dainéal.
The crawly thing
reveals itself to be a Demon of Law, Slivec. A Centipede with mantis-like
forelegs and head. It has been hot on the trail of Scarsabad, who slipped ahead.
It was willing to offer whatever was available to sway to the party to the side
of Law. Sigmar is offered the power of a Champion of Law, but not the virtues
as Slivec cannot just summon friends. It is questioned why the restriction of
agents of Law and Chaos working together is being ignored and Slivec says because
they need to bring the plane into alignment so it can be fought over, after is
different. Silvec also turns its body into a coiled amulet for Sigmar, the concave
shape filling with the blood-red potion. Healign Sigmar’s major wound, but the
healing and rushed investment costs her 1 CON and 1 POW. It marks the most
direct route to the horrors below. As a boon for Yrestor, a noble of a deeply
Lawful place, Silvec invests itself/imparts (not certain), a Virtue of
Knowledge. Which does not raise Yerstor’s intelligence to 4, leaving it at 3.
The party set off, avoiding damage from the horse teeth.
They run into two Vinegar-Drinkers as the reach the intersection. Seeing them
swagger and stink, they use offer some of their wine, the dead let the pass.
Reaching the room with the blades and fire and Althrow Tams pulls out the
blade, subdues the salamander within and wears the helmet. They take the blades
after I emphasis how nice they are. They take a detour to room 11, and Sigmar
uses her pike (somehow carried through as they forgot they left the crew outside).
To open the coffin and avoid the weeping tar, avoiding the pike igniting from
the boiling tar with a POW x 5% roll. King Ceannaigh burbles his speech, the
party understand the sons are both self-serving and agree to the demands,
though they continue to question what kingdom, Ceannaigh cannot remember but
says the mainland. They lay Fionn’s head and decide to kill Dainéal on the way out.
Passing to
Room 15, Yerstor trips down the stairs not being explicitly careful. Gets
banged up. The darkness and slime are unnerving, the water constant. Six Sea-Things
are in the large antechamber with the ornate door that requires two descriptions
before they remember it. But a positive reaction is rolled and they merely
rattle their horrible spines and the party warily advance weapons drawn but not
engaging. Yerstor has been relying on the Virtue of Knowledge, the player
enjoying the 80% wrong information and acting on it anyway. But when grasping
the freezing door, it passes and Yerstor does not tear his hand away despite
the cold. Althrow Tams uses the fire elemental to warm the handle so Yerstor
can remove his hand and the door can be opened. Seeing the Legionaries and the remnants
of the battle in front of them, they argue about the contents of the room until
a roll suggests the medallions and they wear them to pass. Passing into room 5,
Yerstor takes the fresh bread as good rations.
In room 10
they see the platform and trap, but it never counted on the Winged Folk
of Myyrrhn. Sigmar retrieves about 1000 hacksilver worth of treasure, with some
on the platform tipping down before they realise they have filled a pack and
that’s enough for now.
In room 14 the Praetorian Legionaries move to kill but the
Lictor stops them, she’s bored and wants conversation. She discusses that the
prison is an arc-druid they couldn’t kill and that she binds the seal. The
party have stolen the rations of the dead and only her ommand keeps them from
attacking. When asking about the empire, the party explain it’s gone and with a
smirk she dies and crumbles to dust. With that the party realise that the monks
thought they were keeping the seal, but really were the outer seal, the primary
seal has just been broken. The Praetorian surge forth to kill the ration-thieves.
Miklas Domonkos’s player says they might drop out due to scheduling and disengagement.
No comments:
Post a Comment