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Gorefest Dungeon April 10th Recap

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.
Recap up!
Great game! Thanks for running it!
For easy transfer of gear for those that use GCS, here is Doppel's GCS file:&nbsp;<a href="https://drive.google.com/file/d/0B8bQIdMd9T3bVlIyMXplenFkRjg/view?usp=sharing" rel="nofollow">https://drive.google.com/file/d/0B8bQIdMd9T3bVlIyMXplenFkRjg/view?usp=sharing</a>