(Had a few days off from work, so I did a Hone-version as well... At the end I included what keys we have and which hallways we have not yet searched ) Hone’s Log
Internal Memory Storage
(Game Session 10: Saturday, 08 October 2016)
Initiating…
Time Stamp (0840/0998-Nym-26-Zor)
Location Stamp
(/country_designate@Mournland) (village_designate@Whitehearth)
(facility_designate@Whitehearth)
Following engagement with hostile unit (big_crab),
unit(Ariane) returns to unit(Failin) beyond the mists with a large collection
of unnecessary equipment while unit (Dembe) returned to active team status.
Proceeding to follow the map directions from location(Rose Quary),
an entrance in the indicated location is found, bearing the mark of
House(Cannith) on its crossbeam. Before proceeding downward, a creature swoops
downward towards the team.
EVENT_TRIGGER:
Airborne incoming
Processing….Inbound flier/form indicates potentially
type(undead). Preparing to respond when attacked….
The hostile unit (identified: zombie_vulture) swoops down on
Dembe, who makes short work of the avian, cutting it down before it can fly
away. The team organizes, prepares item(everbright_lantern), and enters the
passages.
Within the caverns, four hatches are found, but no other
units of any kind are encountered.
The team selects a hatch and uses the item(blue sapphire
key) to open the hatch, revealing a ladder down. Unit (Dembe) descends and
examines the area, which is shielded by some magical darkness screen.
Returning, unit(Dembe) informs the team of a spherical chamber with a central
pillar with colored sockets. The team descends to examine.
The central pillar includes 5 blue sockets, 2 green sockets,
and 2 brown sockets. After some discussion, the item(blue sapphire key) is
inserted into one of the blue sockets and turned. The spherical chamber spins,
the entrance from above turning to open towards the party’s 9-o’clock, the same
as the socket originally turned.
Proceeding through the open hallway, the party discovers
offices, with the body of a unit(human/female) wearing a House(Cannith) ring,
but not decayed—showing the lack of decomposition evident throughout the
Country(Mournland). The woman also possesses an item (Scroll: resist energy)
and a pouch with some spell components.
Finding nothing else of interest or indicative of the
location of the item(schema) that we seek, the team returns to the center room,
inserts the item (blue sapphire key) into the central column in the socket at
3-o’clock and opens another passageway.
Following this passageway, the team finds storage areas with
an active spell(unseen servant) acting to sort and fold towels, sheets,
blankets, clothing, and other assorted materials.
Finding nothing else of interest or indicative of the
location of the item(schema) that we seek, the team returns to the center room,
inserts the item (blue sapphire key) into the central column in the socket at
1-o’clock and opens another passageway.
Charring along the corridor indicates some sort of fire
damage. Proceeding with caution, the party opens a door and finds a spell
(Flaming Sphere) rolling towards it.
EVENT_TRIGGER:
Flaming Sphere
Spell(Flaming Sphere)-> Potential Type(LIVING SPELL)/
Knowledge: unknown -> Respond to environmental factors ->Fire countered
by Cold
This unit activates an
infusion{rapid}, adding effect(Frost) to item(Morningstar).
Unit(Garrick) follows suit, also enchanting his weapon. Unit(Dembe) reaches
into the item(Handy Haversack) and withdraws the item(Mace +1). The hostile
unit(Flaming Sphere) barrels towards the party as unit(Drew Graves) readies an
item(waterskin).
This unit attempts to engage the hostile unit(Flaming
Sphere), but misses, stepping aside to make room for the others.
Unit(Garrick)steps in and strikes the hostile unit. Unit(Dembe) attempts to
bull rush the hostile unit and bounces off it, stumbling but recovering before
falling prone [ACTION POINT]. The hostile unit(Flaming Sphere) surges forward,
engulfing unit(Dembe). Unit(Drew Graves) sprays it with water from his flask.
This unit moves in as the hostile unit(Flaming Sphere)
attempts to disengage from unit(Dembe) and strikes it with item(Morningstar:
infused >Frost), destroying the type(Living Spell).
The room itself is burned and shows no evidence of anything
surviving inside with the hostile unit(Flaming Sphere). Next door, in a room
with a pool, is body. Searching it, the team discovers a coin pouch (5 sp, 3
gp) and an item(brown gem key).
Finding nothing else of interest or indicative of the
location of the item(schema) that we seek, the team returns to the center room,
inserts the item (blue sapphire key) into the central column in the socket at
11-o’clock and opens another passageway.
EVENT_TRIGGER :
Trail of Blood
Trail = dragged body-> On guard and ready for hostile
unit
The trail leads to three rooms at the end of the path. The
right door is locked, but opens with item(brown gem key).Within, there is a
bed, chest, a pair of swords, a shield with the seal of House(Cannith), as well
as other assorted personal items. The chest is locked. This unit uses
(infusion_designate:Skill item = open locks @ self) and, using lockpicks, takes
two minutes to assure safe opening. The chest contains items(25pp; oval
bloodstone gem; vial {silversheen}; 2 vials {magic weapon}; red gem key). An
examination of the swords and shield identify the swords, long and great, as
masterwork weapons. The blood trail does not enter this room and the party
returns to the hall.
Entering the second door, we find the cause of the blood
trail.
EVENT_TRIGGER:
Giant Wolf chewing body
Giant Wolf = potential hostile unit/ready to engage
Before the team can respond to the wolf’s presence, it does
the unexpected: it steps back and speaks. The unit (Speaking Giant Wolf)
identifies itself as (name_designate@Rawrza) and says she remembers nothing of
her life before waking up here some time ago, though she does know that the
humans used to take care of her {QUERY: Contradiction?}. She mentions wishing
to see outside. She tells us she has been living here with two other wolves in
the third room, but that only she can speak. Through discussion, she reveals
that she knows of another threat—a construct-wolf in the southern part of the
complex. She gives the team an item(green gem key) when the team agrees to face
the construct-wolf. Unit(Rawrza) wants team to confront wolf and free other
wolves that construct-wolf is holding captive, returning them to her. She
promises a magic item if this task is completed.
In response to unit(Rawrza)’s howls, the two wolves in the
third room watch the team warily as we enter and examine it—there is a water
pool much like the team found on the other side in the room and it is clear
this is the den of the three wolves that reside in this area.
Finding nothing else of interest or indicative of the
location of the item(schema) that we seek, the team returns to the center room,
inserts the item (green gem key) into the central column in the socket at
4-o’clock and opens another passageway.
This passageway descends slightly, ending in another
spherical chamber with a control panel in the middle. This panel has five
sockets: red at Center, green to NW, orange to NE, Purple to SW, and yellow to SE.
As the party has none of the appropriate color keys except red, the team
decides to return and try a different path.
Finding nothing else of interest or indicative of the
location of the item(schema) that we seek, the team returns to the center room,
inserts the item (green gem key) into the central column in the socket at
8-o’clock and opens another passageway.
This passage also descends into a spherical chamber with a
control panel, but with sockets the team has keys to match. There are only four
sockets: yellow to NW, blue to NE, green to SW, and orange to SE. As the party
has an item(green gem key) which we used to reach this spot, we insert it into
the green gem socket and the room turns again, opening a path to the southwest.
As the new passage opens and the team follows it forward, a
low growling sound is heard. As the party enters a larger area, perhaps a
common area of the facility(Whitehearth), a half-wolf/half-stone creature
rushes out and attacks unit(Dembe), disabling him instantly.
EVENT_TRIGGER:
Hostile Unit(Wolf-Construct)
Hostile unit = construct = optimal (infusion: inflict
damage) target
Unit(Dembe) disabled = loss of potential damage = team
threat
Team threat > Hostile Unit
Garrick moves forward, engaging the creature after casting a
spell(spell_designate@divine: Blade of Pain and Fear), enraging the hostile
unit. This unit steps over to unit(Dembe) and activates
infusion(infusion_designate@repair light damage =unit {Dembe}), reactivating
team member. The hostile unit(stone wolf) surges at unit(Garrick), striking him
and causing an effect(slow) on that unit. Unit (Drew_Graves) activates the
Dragonmark(Aberrant) that he manifested crossing the mists, activating a
spell(spell_designate@arcane: Shield) and moves to a safer position.
Unit(Dembe) surges back into action, striking the hostile
unit(stone wolf), which did not expect to face that unit again. Unit(Garrick)
is successful in controlling his spell and strikes the hostile unit as well.
This unit activates its final infusion for the day (infusion_designate@inflict
moderate damage @hostile unit {stone wolf}) and is successful in touching the
hostile unit, causing serious damage throughout its construct-form. The hostile
unit(stone wolf) turns to face this unit, missing it.
Unit(Dembe) and unit(Garrick) engage the hostile unit
further, unit(Dembe) drawing away its attention while unit(Garrick) destroyed
it.
A pack of wolves, many of them younger, emerge from hiding.
The team allows them to take our scent, and the pack recognizes the scent of
the female unit(Rawrza). Searching the room, the team finds item(bloodstone
brooch jewelry) and item(orange gem key).
After a brief discussion, the team leads the wolf-pack back
to unit(Rawrza), who rewards the team with an item(pearl of power, 1 st
level). This unit is under the impression she would also like to be lead out of
the confines of the facility(Whitehearth) when we find what we are looking for. The team paused again in the first control panel chamber.
STATUS NOTES:
KEYS POSSESSED:
Blue, Green, Brown, Red, Orange
KEYS MISSING:
Yellow, Purple
UNSEARCHED
HALLWAYS:
BOX 1: Brown 6
o’clock and Brown 12 o’clock
BOX 2: Red Center
and Orange 2 o’clock
BOX 3: Orange 5
o’clock