Friday, September 3, 2010

Session 6 Notes (8/20/10)

Evelais (Saint's Day), Clairis 23rd, 868 ID.

After stepping out of Flabbergast Manor, the PCs find themselves in a nearly featureless cavern, known as 'The Dead Spot' below Floivin Keep. They emerge into a corridor and soon Mordecai discovers the first of several devious traps placed on the corridor floors, a pressure plate that flips over, drowning the victim just below the surface. Mordecai decides to mark off each of these plates with a weapon or implement thrust into the side of the plate where the wall joins the floor. The PCs discover a storage area where grave digging equipment is in abundance, possibly placing them beneath the Saint's Acre cemetery in the Keep. There are other implements here which the PCs cannot quite figure out, but might be used to build some device.

They next discover a room with several sarcophagi placed upon wooden stands. There is not much dust in the chamber, and the tombs look relatively 'fresh'. In fact, the PCs hear a banging sound coming from within one of them, but after Ogeir detects an unsettling presence, they decide not to unlock it for the time being. They also explore two chambers which appear to have been 'grave robbed' from below. The ceilings have been caved in and grave dirt and coffins have fallen through into the chambers. In one of the rooms, there is a large fissure into which some of the dead have fallen. The PCs see a few undead, probably ghouls, stalking down at the bottom of the fissure. Mordecai also spots something shining below, but the party does not investigate.

After this, the PCs discover a heavily locked door in one of the corridors. Mordecai notices that the area is trapped, and that the three locks to enter the area are of excellent quality, nearly impossible to breach at this time. They found a strange, circular chamber with a sarcophagus located atop a platform that is 10 feet off the floor on a cylinder. Mordecai figures out that this is a trap, and anyone approaching or climbing the cylinder will be crushed. The PCs manage to get atop the sarcophagus and notice it is finely detailed, but can't penetrate it yet. They also enter a strange, abandoned chapel containing rivulets of dried blood about an empty altar, and a vile statue of a hooded figure with flaming hands and a single, central eye on its head. Stumped, they leave the area alone.

After this, the PCs enter a new area of the sewers which has been laid claim by a kobold tribe. Mudghol manages to speak Draconian to the creatures and gain audience with their chieftain, who mistakes him for a member of 'The Stride' and tells him the clan has already paid their racket money for the month, and to go away. Mudghol does not press a confrontation, but soon the PCs surprise and assault a kennel of dire rats being guarded by kobolds. After this, they have no choice but to continue the attack, discovering a barricaded chamber in which the kobolds made a wall of skulls, bones and other effects that they looted from a mausoleum in their territory. The PCs slaughter the kobolds and dire rat pets they encounter mercilessly, but a few manage to escape, warning the Chieftain and the primary host of the tribe, who all flee into hiding.

Exploring further in the Cleft Eye clan's territory, they find a locked door to a small chamber with a cot draped in random, scavenged garments. Mordecai disarms a cheap trap on a chest, and the PCs claim some of the kobolds' treasure stash, including a masterwork silver dagger and a strange black feather that radiates magical energy, in addition to some gems and coin. They backtrack and discover a locked closet containing the abandoned wardrobe of some thespian or assassin, perhaps from the dwarven days, or perhaps not. They rifle through and take some of the clothing for themselves. They briefly explore the abandoned mausoleum that the kobolds had ransacked, as well as their dining common area, where scraps of food and small cooking fires have been left open after the flight of the Chief and his survivors.

The PCs backtrack further, but ultimately decide that after a period of rest they will begin fording some of the Udders that run through the sewers, blocking off access to a number of corridors that they have yet to explore. Thus far, there have been few if any signs of habitation on the surface, and no sign of Shalabarr Klasp or 'The Hold'.

PCs:
Imperion, Lexxie, Mordecai, Mudghol, Ogeir

NPCs

Chief Ch'rass (kobold male): Ch'rass is the chieftain of the Cleft Eye kobolds living in the sewers below Floivin Keep. Mughol was able to initiate a diatribe with the Cleft Eye, and noted that Chr'ass had strangely hairy features for a creature normally thought to be reptilian. The Chief is quick to anger but no fool, at any sight of danger he will attempt to save his clan mates and children.

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