DM INTRO
"Welcome back to Session 2! To recap, Your characters have braved the southern Hischu Sea and arrived at the Island of Intar. After some exploration you have discovered two ruins, one with some strange carvings and the other unremarkable. After some investigating you all figure out how to trigger a secret stairway. After staking out how long the door remains open you note its about 24 hours.
What do you do?"
What happened?
SESSION MEMES
The characters start in the central staircase. They walk down what feels like never ending stairs before they arrive at the bottom. They discover a large square room. Its dark and silent and they discover engravings in the ground, an abandoned campsite with multiple skeletons and broken down barrels. They also note 3 large doors, a trapezoid shaped door to their left, a arched door in front and a triangle shaped door to their right. Each door has a dial and when turned they open to reveal a hallway before closing.
They quickly learn each time the door is opened it may reveal a new hallway. Haramond opens the arched door to reveal a singular ghoul standing there. The players enter their first encounter and are able to kill the ghoul. They then open the trapazoid shaped door after and are met face to face with a large spider. They enter their second encounter and are able to defeat the spider.
They decide to press on and enter through the next hallway revealed by the trapezoid door. It brings them to an extremely large and open room with two raised platforms on either side and a large stone statue in the center. The stone statue has a golden item on its forehead which Crestor quickly takes. Once removed the statue becomes animated and they enter their third encounter: a stone golem.
They struggle to battle and cause damage to the Golem before they are able to spot the attunement item sticking out from the back of its neck. A lucky shot later the item is destroyed, and the golem falls apart. Meanwhile Aze had attempted to knock down the large chandelier but wasn't successful prior to the golem collapsing. The chandelier eventually falls but luckily everyone makes a successful dive out of the way. They spend the rest of the night in this room and take a long rest.
The following morning, they pack up and head through the other door in the room. They are met with a long slime covered hallway and reluctantly go through. On the other side they discover another large room with 6 large pillars and a raised circular stage in the center. In the middle of the circle is 4 different clocklike arms. After some investigating they move one of the clock hands and realize the stone wall infront has changed. After a bit of time meddling with the puzzle the room locks shut and begins to fill with sand. The group struggles to position the right hand facing the right pillar. The sand fills up 7 feet and is almost overflowing the raised area when they move the final arm into its correct place. A bell chimes and the sand stops.
[Session END: runtime: 8pm to 12am]
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