
The session opened simply with the delvers splitting up the
loot, Rashi having called dibs on the rather unique mask of the fallen boss as
they split up the rest. Kritty obtaining the delvers webbing and throwing
knives, Sarman taking off with the Bottomless Purse with a few doses of Monster
Drool within, and Keggy being offered the armor before they finally turned
their attention to the glowing orbs above where the Doppels fell.
Eating Souls for fun and profit can indeed be profitable at
times, with both Kegorch and Rashi gaining back all their FP (and HP in the
case of Rashi), while Sarman gained a greater benefit from the boss by
temporarily taking a portion of his power. He has gained +1 DX and the Counterattack
technique at full skill until the end of next session.
After the looting party was finished, they moved onwards
into the maze, following Kegorach as he retraced his steps which ended in front
of an unfamiliar door. None of the them could recall encountering it on the way
to the boos chambers and finding it untrapped, paranoia set in and Sarman took
the lead bringing them into a large oval chamber with several tables in what
could be considered the corners of a square around a large round pedestal.
Appropriately suspicious, they attempted to determine what
the purpose of the room was with Rashi decoding what the tables were for while
Kegorach determined what the magical writing on the floor accomplished.
Deciding not to summon an elemental at the moment, the group instead headed
down the hallway.
A few detours later, the group once again found the book in
the office detailing information about the ritual to summon a large Ice Golem
known as The Heart of Ice. Taking the information, they moved into the hub room
to discuss what they should do with that information while Kegorach questioned
the Golem at the concession stand and learned a few rules.
•Tokens allow for advancement in the dungeon.
•Only the doors already closed will remain closed. Any
corridor currently open will remain open.
•After the first corridor is recognized as being completed,
access to Training Rooms will be unlocked.
•After the second corridor is recognized as being completed,
the Delvers may return to town once via the entryway.
•After the third corridor is recognized as being completed,
the Delvers may go to the gift shop.
Hearing these words, the group discussed among themselves
what their course of action may be with it devolving into acute paranoia. Rashi
broke them from it by giving his token to the Golem and receiving $750 in
return and access to the training rooms. The rest quickly followed suit and
buying a few items they removed themselves to the Training Room to empower
themselves.
Upon returning, the golem apologized for any inconvenience
they may have suffered from their trip to the Training Room. Filled with
strange memories of some other place, the group instead decided to walk off to
defeat The Heart of Ice. Not even giving the being a chance, they kept it
stunned and fairly soon it perished, dropping the Elemental Core at Sarman’s
feet. Kritty, having been left out of the early orbs absorbed the soul of Heart of Ice and gained +1 ST, +2 Per, and Doesn't Eat or Drink until the end of next session.
CP Awards:
•1CP for all that came to the table.
•1CP for the death of The Heart of Ice 2CP total awarded this session. Loot Rewards
•The Heart of Ice Elemental Core
The Heart of Ice Elemental Core appears to be a pure 5 carat
gemstone of unrivaled clarity upon first glance, but the simple act of touching
this core belies its true nature. So cold to the touch, it literally exudes a
sense of cold that causes goosebumps on the arms and back of the neck,
something warns you not to lick it. This elemental core emits a very faint glow
in the dark and no amount of dirt actually sticks to it. Looking closely at the
Heart of Ice reveals a shimmer as though there was water constantly flowing
beneath the ice. Beware, there might be more to this item than what meets the eye.
Built as a 5 Carat Diamond with the following Supernatural
Embelishments:
• Implausible Material (Ice) +5CF “White or faintly blue, and
cold to the touch (don’t lick the item!). A garment or armor made from ice
gives -2 to coldbased HT rolls, +2 to heat-based ones. Conductive.” DFT1:18
• Faint Glow +2CF “Not enough light to see by, but darkness
penalties against seeing the item (and its user) are reduced by 1.” DF8:57
• Clean +2CF. Dirt won’t stick to it.
• Shifting Colours +1CF
• Always Cool to the Touch +0.1CF
• Aura of Sensation (Cold) -0.1CF
The total value of this item comes to $18,000.