
Keep in mind I said that there'd be a recap. I did not say that it would be a GOOD recap. This session started off a bit slow due to technical
difficulties and due to the fact that the GM was ill and the other one needed
some hair from the dog that bit him. But once we got rolling, we started off
fairly well.
Back in town, Hobbes stayed behind to deal with some of the
loot from the previous dungeon and to train further while Leu needed to take
care of his leg. Brother Sarman and Kritty visited the local taverns and
caroused with the locals and listening to the rumours to find someplace more
exciting to go. Finding everyone talking about one thing, a challenge given by
a lord of a manor. To go through the rooms of the manor and managing to exit
successfully one would be able to gain a great reward. Though their enthusiasm
was quickly tempered by Solaire’s research coming back. Apparently all those
that spoke of great treasure were told by a cousin of a friend of their
brother, but no solid information about the manor came back to them other than
the location.
Even the exterior of the home lied. The great mansion was
strange in the way that it was laid out, with entering the mansion, there wasn’t
any windows along the walls and instead the brave adventurers were faced with a
long solitary hallway, lit only by the statues along the narrow hallway.
Remembering their previous encounter, paranoia set in as Kritty and Sarman
clung to each other, metaphorically, all the way down the hallway to where a
set of double barred window set, showing them a similar long hallway continuing
on and then a gate at the back.
The gate itself turned out to be a turnstyle. Easy to get
into the room, nearly impossible to leave. Inspecting the room revealed it was
surprisingly clean, with clean water, wooden benches to rest on, and a table to
eat upon. The only interesting thing was a large statue behind a counter with
his hand extended. A careful search from Sarman revealed a wooden token with an
etching of the statue and the words “Pay to enter” on the other side.
Meditating upon the meaning of the token, he felt compelled to hand it over to
the statue whereupon it animated.
There was only a few things for it to say. A welcome, a
intro to the mansion, and opening up the left hand door that led into darkness.
At this point Kritty showed his miserliness towards gold by
rather breaking a chair than pay the statue $5 for a real torch. Or lantern. Or
any other sort of light source. Thankfully Naryar had prepared for the darkness
and had brought a torch with him for these eventualities.
It didn’t take them long to descend back into paranoia, slowly
scouring the hallways for potential traps. Avoiding first a dart trap and then
stepping back away from a bucket of whitewash balanced above the entryway into
an office.
A quick search revealed a note of some importance to proceed
as well as a book on elemental summoning. Solaire taking a look at the book
managed to decipher it, on how to successfully finish summoning an element, and
it requiring an offering of the four elements around a circle to bring it
forth. Taking the information with him by transcribing the passages, he left
the book in the office.
In the meantime, Sarman and Kritty investigated the
connected room, finding little except for food molding silently in the corner.
For some reason, having found this offensive, Solaire took the inititave and
attacked the food. Satisfied that it probably wasn’t alive they moved onwards.
Sarman’s danger sense proved effective when Kritty accidently triggered a trap
that fired darts in front of and behind him, luck proved to be on both Kritty
and Sarman’s side when Kritty failed his dodge, despite luck, and wasn’t able
to move into the way of the darts and Sarman’s danger sense allowed him to
retreat back before he could be hit.
Shaken from the trap, they continued forwards only to be
greeted by the dessicated visages of naked ghouls. They barely had any time to
prepare before they were attacked. Kritty striking them down as Sarman and
Terezi held them back. They didn’t last long as the head of the final ghoul
fell to the floor.
In the great room, the group encountered four great pillars
around a central brazier that was glowing brightly. Inspecting the pillars told
them very little and when they attempted to exit to the door to the north
Kritty unfortunately fell for the oldest trick in the book. Never start a land
war in Asia. He also fell for the bucket of whitewash. Now covered in paint,
the swashbuckler and the martial artist investigated the hallway that was
barred by multiple gates connected to the pillars in the previous room.
Through “great patience” and “effort” they finally managed
to put to use the combination found in the office and open the four gates.
Proceeding forth with confidence and annoyance, Kritty kicked up the door at
the end of the hallway triggering the trap and lodging a good number of darts
into his groin at which point the session ended on that comedic note.
Loot: •1 pen that Kritty stole •1 transcription of an elemental summoning book. Awards: •1CP for those that showed up to the table.