Rule Clarification: Underwater Movement & Vision

Rule Clarification: Underwater Movement & Vision

Last session there was some discussion of how much distance could be covered swimming with the Manta Ray Cloak. Based on the DMG rules, here is a quick summary:

1. Underwater movement is measured as in dungeons (i.e., feet rather than yards), so 18″ movement means a maximum of 180’/rnd.

2. That comes out to 1800’/turn, or 600 yards/turn.

3. While a full turn of rest each hour doesn’t make sense while swimming in this way, I think periods of less strenuous activity equal to a turn of rest over the course of the entire hour makes sense. That means movement is 3000 yards/hour, or 1.7 miles/hour.

Since the Midmark ships will arrive near Grell’s hidden cove at around 2pm, that leaves four hours for Chuq to check things out before dusk. In that time, he can swim just under 7 miles (meaning the ships can anchor about 2.5 miles out from the cove).

Another quick point: Per the DMG, maximum vision distance underwater is 100′ (decreasing 10′ per 10′ of depth — i.e., at 30′ depth you can see 70′).

Rule Clarification: Monk Unarmed Underwater

Rule Clarification: Monk Unarmed Underwater

With the identification of the Cloak of the Manta Ray, this will become an issue very shortly. Here is the ruling, followed by the rationale:

– Monks only can attempt unarmed strikes underwater, although they will suffer all the other usual underwater combat penalties, including those regarding initiative and weapon restrictions (DMG 56). However, they cannot use their special striking abilities (stun, instant death, etc.).

Rationale: Generally, punches are worthless underwater. Monks, though, tap into uncanny forces when making their unarmed strikes. Above the waves, this translates into stunning and killing blows; underwater, it just means the strikes land and do damage despite the water resistance.

#rules-clarification 

Agmar’s Folly Plan of Attack

Agmar’s Folly Plan of Attack

(The plan as it stands, will edit for corrections.)

1) Chuqray will scout the bay from underwater.

2) Using the sunrise as cover, the fleet will approach.

3) The circus will shadowstep to the top of the rock pillar and clear out any sentrys.

4) Leaving Canis behind as support, everyone else jumps to Grell’s ship.

5) Circus captures Grell and/or ship.

5) The Bitter Horse attacks from the north whilst half the fleet blocks the south.

6) Navy and Canis destroy/disable Grell’s fleet to protect party.

7) ???

8) Profit!

This is what I remember anyway. Discuss! 😀

Clarification of things Urman was able to learn from reading Lady Ironwood’s diary:

Clarification of things Urman was able to learn from reading Lady Ironwood’s diary:

– Lord Ironwood went missing the night after a small feast was held in thier keep. He reappeared several days later in the company of the Witch, where they slew several servants. The Witch herself murdered Madelline Ironwood, the daughter of the house.

– She believes the Witch to have been one of the guests, but doesn’t say who.

– Madelline’s body was not recovered.

– Carlon Ironwood, the heir, had already left for the wall to complete his combat training before the feast. The last surviving servant, the butler, was going to be sent with a letter from her to bring him back. No mention is made of the butler actually leaving.

– Lady Ironwood discovered the addition to the secret basement some weeks after the Witch’s attack. She beleieved the Dryad imprisoned to be an Elder Dryad, and then Warden of the Vala Wood, and likely one of the progenitors of the woods.

– The Lady used the family money to attempt bolster her studies in releasing the Dryad, allowing her to procure a number of magical and alchemical items. Such an approach to magic had always been her way, as she lacked raw magical talent.

– The Darkwood creatures, once just an occasional feeble sprite, seemed to be gaining power as time passed, and were now prevented her getting close.

-At a loss on how to properly use the Mistletoe to bolster her magic to purge the Darkwood tree, she intended to visit first the Finnesheim Library and then the Elven Enclaves.

– She had managed to synthesise the poison and had begun on working on an antivenom to inject into the tree. (The lab had a broken alchemical set with congealed and dried substances within, notes on the desk cover her work on that.)

Book-keeping Notes, Session 110 (5/25/16):

Book-keeping Notes, Session 110 (5/25/16):

– We concluded after dusk on the 24th of Jourilden while at sea on the Bitter Horse. Captain Evenwod has informed the group that you will be arriving in the vicinity of Grell’s base sometime in the afternoon of the 25th of Jourilden.

– Played by Ray and capable of becoming ray: Chuq Norris

– A Trans-Spatial Dynamo (which makes Kalgunn nervous): Edan

– Ready to Call Down Lightning and Shift the Mountains: Canis

– Sort of Offended there is a Horse ship but no Turtle ship (despite the latter’s obvious advantage in swimming): Penn the turtle

– Chuq’s Skullcap and Edan’s Sword: Helpful tools or possessed artifacts bent on destroying the party and world domination?

#exploration-bookkeeping

Treasure Gained, Session 110 (5/25/16):

Treasure Gained, Session 110 (5/25/16):

– Cloak of the Manta Ray: 2000XP

– Ancient Dwarven Armor: 8000GP/XP

PC Treasure Shares: 1600GP*

PC XP Shares: 2000XP*

* For those with new henchmen, there is no need to award shares to them (they didn’t meet up with the party until setting sail).

#treasure-gained

Session 110

Session 110

Towards the end of the week of Edan’s training with Aldus Runnelbrook, the party continued to take advantage of the downtime.

Canis

Canis was able to pick up his new, bone-studded armour from Orsabet, dropping off the Spider-Gorilla leather he had gathered to potentially make the repair of the magical leather easier.

He spends the rest of the week training his new pets with magical assistance. Swoop and Wing for scouting and message-delivery purposes, and Zak the dog for guard duty and close-combat support. The Jaguar cub he named shadow, and other than talking to it, tried to train the feline to simply trust him.

Ronan

Ronan, in the mean time, headed off to the gambling hall we once saw Sthorm enter, a supposed front for the Mad Dogs. Heading straight to the bartender, he asked directly for the dwarf, and left a message that he wanted to speak to him. As he is speaking, a figure comes from a balcony and whispers to the bartender, asking Ronan to come upstairs to speak to someone.

Following them, Ronan is brought to a large, yet well-kept Half-Orc. The Half-Orc, Gartrim, asks what Ronan wants with Sthorm. Gartrim is aware of the job Ronan was sent on, and tells him not to worry, as it’s all been settled up. They seem fairly aware of Ronan’s comings-and-goings within the city.

Gartrim asks Ronan to take a look at the gamblers below, and spins a tale. He thought that when he met Ronan, that he was a smart guy, but all the people below, risking it to make a big prize. He likens them to adventurers. Whether they win or lose however, they go to Rolf the bartender, to drown thier sorrows or celebrate. Rolf, he says, is like the Mad Dogs, the tax collectors, and the Greycloaks. He thought Ronan had chosen better.

The Mad Dog also reveals that the issue with the knock-off Dog’s Froth won’t be one much longer, especially now that the benefactor in Vargen had met with a sticky end. Finally, he gives Ronan a tip, aware that we might be going on a sea-voyage sometime soon, and suggests that we should visit the old man living on a houseboat in the middle of Midland Bay, anchored near the wreck of the Silver Toed Strumpet.

With a final promise that he can return if he wants ‘more-fulfilling’ work, Ronan leaves and returns to the Cock and Bull. He asks Canis to send one of his pigeons to scout the Houseboat, which it does and replies that it is where it said was.

Edan

During his evenings, Edan spent his time working on the circlet and cube we retrieved from the cloaked figure with Kalgunn’s help. He needs to speak to someone so he can gain access to a forge if he wants to go through with it. Edan can also can do it himself, at Kalgunn’s preference, but with a chance for catastrophic failure that could be avoided if he can trust a skilled smith to perform the work for him.

He also spends some time working on his plans for a flight-capable boat. He spends some time brainstorming with Kalgunn about creating a manual control mechanism for automaton’s, to save the reliance on a control circlet. Kalgunn himself had mused over the idea, but believes Edan would need a large amount of the metal. He would also need a dragon to be even able to shape the metal.

On this subject, Edan learns that the dwarves once had a number of chained dragons for this specific purpose. The Dragon Consort, Prixithalmus was one of these before the Rebellion. He also learns that a Crystal circlet is the highest in the hierarchy, making it several steps above Thorfus’ Silver one. Gold was also a rare substance in Ancient Dwarven crafting, enough that Kalgunn was unsure of it’s place in the hierarchy.

One issue that remains for Edan is that without more cubes and at least one more circlet, he cannot be sure that they can lock a cube to a single circlet without interference from others.

Several nights later, he brings Kalgunn to Aldus. They discuss the sword, and how to potentially make him talk. Aldus expresses disbelief that Kalgunn can only hear through touch-enabled telepathy, and can frankly hear everything.

This only seems to compound the doubts Edan already had, but also instills a reluctance to push the sword to talk, since doing so could prevent Edan’s partnership in building new technology. He believes that if Kalgunn knew and could do more, he had ample oppurtunity back in our time in the facilities and Area X.

They decide to forego the interrogation, and Edan merely allows Aldus to talk to Kalgunn normally. He does ask Kalgunn if he can speak out loud at all, to which Kalgunn replies that as before, he cannot.

On seeing the sword, Aldus confirms Kalgunn’s claims that his blade-form is effective against users of transpatial energy. The Dwarven Runes on the sword actually conform to alchemical symbols, fire, earth, water, air and magic, which he believes gives the sword its power, in that it severs the links between user and magic. Knowing Aldus knows this, Kalgunn agrees that he is ‘worthy’.

Thorfus

Thorfus breaks out the scrying mask to check back on Xen’Khel. The first thing he notices is that the mask is showing Midmark as default, an option we hadn’t had before. An notice appears:

‘Administrative Override activated from Control Centre. Remote access to high-altitude scrying orb being shut down in 3… 2… 1…’

Once the countdown is complete, it searches for a signal and finds Xen’Khel’s, returning to an image of the mountain. The Upper City seems much as we left it, so he switches to the view of Lonely Isle. The Island remains busy as before, particularly around the docks, and the encampment seems to have grown. He spends some time looking for the Flaming Princess and Dusty Gnome, but there is no sign of Grell at this time.

Upon hearing about the orb in high-altitude, Canis sends one of his pigeons as high as it can fly. Swoop returns without seeing anything however, though apparently basically touched the sun.

Asking Kalgunn about the Control Centre, Edan relays that the Conclave in Exile would have had it. The location of the Conclave was secret however, defended by the Lord Marshall. Such sites would not appear on Edan’s map, and whilst the fact that the scrying of Midmark was blocked is a clue, it could be that was just because of the Lord Marshall’s last location.

Thorfus also tracks down Mortimer at the docks, asking the dwarf about Agmar’s Folly. After claiming he knew Thorfus would go onto great things way back, he says that the place his merely a hideout of for pirates and Imperials, apparently. He’d never sent an expedition there however, despite plenty of of old Imperial forts to explore, he believes that it’d probably been picked clean. He may do so soon though. On passing his condolences for Desric, Mortimer also reveals that Gierman is in town, though he is unsure where.

Heading to the Community House of the Brotherhood of the World Forge, Thorfus speaks to Father Alair and asks about Gierman’s location, though they are similarly unsure.

Chuq

Chuq finished up his interviews for new henchman, granting the wizard Giacomo the Mea’Khel Bracers. He also spends time in the week conversing with Canis’ menagerie.

Accompanying Edan to Aldus in order to get his skullcap identified properly, Chuq asks the sage about Agmar’s Folly. It was named for a follower of Baldric, who had been overthrown by one group or another depending on the story. Aldus was actually responsible for assisting Agmar find a good location for the settlement.

Aldus inspects his skullcap, and is able to tell Chuq that it is a ‘Helm of Telepathy’ with a 60′ range. He is able to hear the thoughts of anything with, providing he can understand them. It can be blocked by solid lead or a quarter foot of iron. He also says there seems to be some odd force within the helm. Chuq relays his experience with Marchmain and the odd dreamscape to the sage, and admits to having smelled flowers and heard voices since the event, though Aldus cannot claim to know what that means.

Chuq wonders if he has some intelligence present within the helm, and asks Aldus to try and communicate with it. When he does, suddenly Aldus is on the other side of the room with his hands up and Chuq can smell flowers. Reportedly, Chuq had yelled at him to get his hands of him, scaring the old sage, but Chuq has no memory of this.

Aldus points out that he does not trust the helm. It seems enough to prompt Chuq to see if he cannot get the helm removed. He speaks to the other party members about this, and we agree to accompany him to the Ark Temple to get it removed.

On arrival, the clerics there apologise to him for not being able to speak to the masters of his order. He believes it is fishy, and relays as such to the party. In the mean time, he asks the cleric if they can remove the skullcap and heal his head. Canis offers to assist with the procedure.

The cleric takes us to the residence of the partriarch, and on the way Chuq reads her thoughts that she believes him to be as good as dead. She leads the party past Sturgard’s statue, to a nice house where a well-dressed cleric is waiting. The patriarch agrees to the do the procedure, for the cost of 6000GP enlisting Thorfus and Ronan to help hold Chuq down whilst the monk enters a trance.

For insurance, we also tie Chuq down, and worryingly enough the partriarch grabs a crowbar. Chuq offers him a magical dagger instead, which seems safer. The process is long, bloody and terrifying, obviously causing Chuq a lot of pain. The partriarch cuts the skin from around the edges, Canis and the clerics healing as he does so. Finally, he uses the crowbar to pry it off his head with a sickening sound, cracking the top of Chuq’s skull. The partriarch himself then casts Heal, completely healing all the damage done and repairing the bone.

Eventually, Chuq wakes up feeling lighter and feeling better. The partiarch seems shocked that Chuq still has his faculties, and excuses himself to go rest.

After cleaning the skullcap out, Chuq returns to Aldus with it. The sage doesn’t believe that the presence is anything to do with the item’s power. Merely holding the item doesn’t seem to garner a reaction, so Chuq pays for an identify, to which Aldus can confirm the item will still function as a Helm of Telepathy. As a test, Ronan offers to don the skullcap, but it merely causes him to pass out, so Chuq finally puts it back on, confirming its functionality.

After blindfolding and binding Chuq again, Aldus feels safe enough to probe the skullcap again. They can communicate just fine, but is unable to detect another presence.

Party

We head up to see Lord Thornton, asking at the doors of the courthouse, Thorfus announces himself as Thorfus of the Baldric’s Boys. This seems enough to gain audience with Lord Thornton, which we do within what seems to be Judge Grell’s old office. We offer him purchase of a number of magical items, and he agrees to meet us late at night to go over them at his home.

We also ask him to keep hold of several items we wish to be kept safe whilst we go sailing, which he agrees to lock up. He decides not to burden us with his woes over current events, like the upcoming meeting of the Marks.

Later that night, we sell a suit of Power Armour to Thornton, and leave a number of Information Cubes and other dwarven technology in his care.

On the morning after Edan’s training completed, the 22nd of Jourilden, the party gathers with thier hirelings at the docks. After spending some coin and breaking out some of the magical gear to better equip them all, we met the Captain of the Bitter Horse.

He tells us that several of our men would need to be shipped on other boats, and also that Admiral Dyconson would be accompanying us, but would not be in command of the mission. He also asks us to confirm that mission would be to capture Grell alive, as that would be better for public justice.

Perette arrives and tells us that a number of bodies have been discovered with cubes in thier skulls, fifteen found in total, spread out across the city. Roughly in time with when Thorfus used the scrying mask, they were discovered because they suddenly collapsed, all of them in the vicinity of some guardhouse or watchtower.  They cannot be sure they found them all however. As he leaves, Perette is seen inspecting his men’s heads beneath thier cloaks.

The fleet we are gathered on is five ships strong, led by the Bitter Horse. The captain seems perturbed by the number of animal’s present, but welcomes us aboard and promises us easy sailing. He tells us we will be passing the Merfolk city, home of Narusth, and also the Hammer of Merendur, a rocky outcropping that makes booming sounds.

We sail south, heading past the easternmost penisula, which is apparently the safest, as the Merfolk here are the ones not allied with the Devilfish. We will arrive at Agmar’s Folly on the 25th. It seems smooth sailing for the first day, passing out onto open water.

On the morning of the second day, we witness a giant turtle surfacing near the ships that follows us for a while. Canis communicates with it, asking about the waters and explaining boat names, before asking about Grell and his ‘flying’ ship. The turtle, Penn, tells him that it’d seen Grell’s ship pass into the bay and back out, accompanied by two regular ships.

On the trip Edan identifies the Merendur artifacts. The bowl is cursed so that any who attempt to use it get shrunk and pulled in, drowning them. The cloak is powerful, and should the wearer be submerged in water, they would be transformed into a mantaray, but keeping thier arms.

By the 24th, the captain comes to us and says that will arrive by the afternoon the following day. He plans to have some of his ships go in, spearheaded by the Bitter Horse, whilst the rest head around to the otherside of the outcropping guarding the bay’s entrance to blockade them in.

We begin planning our attack, discussing the best way to scout, and also the benefits of shadow-stepping onto the outcropping. We think about sailing in on a morning, using the sun as cover. This could potentially develop into us stepping onto and subverting one of Grell’s ships. Canis’ spells of Obscurement and Warp Wood, as well as simply being Lightning artillery, to block and damage Grell’s ships are put forwards as options also.

Chuq heads out on the final evening before arrival with the cloak to scout the location from underwater.

Session 101

Session 101

9:39am, 3rd Jourilden

After over two days of exploration of the hidden Ancient Dwarven facilities, the party has gathered in Power and Engineering, preparing to finally enter Area X. Thorfus takes a moment to view the surface with his mask, noticing several key differences. The dwarven encampment looks to be almost deserted, but for the usual guards at the entrance.

In the adventurer’s encampment however, a large number of dwarves are camped out in front of the Sleeping Colossus, looking to be mostly militiamen from Xenilum’Khel and Xurnost’Khel. A number of militiamen are gathered on the path down the mountain, constructing a new gatehouse that would block free-entry to the adventurer’s encampment. Of note, is that amongst a number of wagons gathered near the militia is a single wagon emblazoned with the Rhom’khul family name, and a dwarf Axel would’ve recognised as his older brother, Drexam.

We gather the group and prepare to march through the portal, deciding to leave Laurent and Owyn, along with Socrates, within Engineering to guard our escape and cart. We decide to give them a codeword for when we return, so that they can utilise the defence mechanism should we return subverted in some way. The phrase ‘Monkey Business’ is decided upon as an ‘all clear’ signal.

Instructions are passed to Finkleworm via Owl-Telepathy to dig east for a while then surface, giving us a potential means of escape. The old wizard is becoming very strange, enough that Socrates wasn’t even sure that Finklemur knew who he was, confused by other voices he can hear. We decide to have Socrates keep talking to his master every so often in an effort to save his sanity.

Chuq is given all the keys in order to open the gate, ready to shadowstep at a moment’s notice. The portal opens without issue to an empty room, and with no danger obvious, Thorfus commands a monkey to step through.

The monkey exits the portal in the centre of a large square platform within a huge chamber. The walls are beyond its vision, and the ceiling is 40ft up. A blue shimmer glows from beneath the platform, accompanied by loud winds. Walking over to the edge, the monkey inspects the chasm, now being able to see the walls. The room is octagonal, with doors on the cardinal points and a pair of arrow slits in each of the remaining walls. There are no panels on the doors, and what windows are open reveal the barrels of what would be large cannon. There is no sign of any bridges either. Looking down, the blue haze emanates from way below, with several shapes built into the pillar beneath the platform of a statue-esque design, some 60-70ft below. More shapes seem to be floating further down, within the light. Above the doors are placards with Ancient Dwarven, East – Residences, South – Research, West – Administration, and North – Prison.

Back in Engineering, Edan asks Kalgunn who the Administrator would be. The sword-Dwarf said there wasn’t a sole Administrator, rather that the four administrators of the other facilities would rotate the responsibility. Through process of elimination, we surmise that it would be the Chief Botanist who was the last. Additionally, the smallest group of researchers were present here, maybe only twenty, some permanent, some rotated.

Seeing no clear way to get across the chasm to the doors, we begin planning, figuring we can use the monkeys or shadowstep and rope to create our own bridge, if we can get the doors open. Although with the shutters closed, we would likely only have access to Research and Residential. We also realise there may be another platinum key specifically for Area X, since the four were needed on the other side to open it in the first place.

We begin to step through the portal to inspect thing with our own eyes, instantly noticing the wind and coldness of the area. Thorfus’ mask gives the message ‘No Signal’, but directing it south returns a view of Xen’Khel, meaning we have travelled a fair distance from the city. His circlet also reveals that the statues below are not automatons.

Deciding to get a better view of what’s beneath, we tie the Starchy badge to some rope and lower it down. The statues appear to ornamental, fashioned like devils with wings and horns, and they look very similar to the Gargoyle we fought previously. The floating figures appear to be dwarves in research robes, obviously caught mid-flight by a desynchronisation field. It seems our actions are enough to awaken the Gargoyles, and all sixteen take flight.

Retrieving the badge, the party prepares for combat, retreating to the centre. Thorfus even lashes himself to the pedestal, whilst Chuq simply retreats through the portal. After a moment, the rest of the party follows, Derich waiting only to complete his spell. As the first two to the west appear, he casts Hold Person, freezing them both and causing them to fall towards the Desynchronisation Field. Before any of the others can appear, he retreats, and the party calls out Monkey Business and closing the portal behind them.

Giving some time for the Gargoyles to return to their perches, we reopen the portal and Chuq steps through, and we close the portal behind them. The monk meditates in the dark, listening and thinking for activity, but doesn’t learn anything new, even with the Silver Key.

His given time up, the portal reopens and we all return through to Area X. Noticing that the windows are too small for a person to pass through, we enlist Socrates to fly through and explore for us. He heads for the south-western window, entering a small room with cannon and a single door. He is able to open the door with his beak, which opens with a screech and pass through to the next room.

A slightly larger room, with four doors is beyond. An automaton stands in the centre of the room, similar to the Warriors, but with a domed head. It doesn’t react to Socrates, allowing the owl to hit a panel near the northern door, which opens and a bridge is extended over to the platform where the party is.

The Owl repeats the process with the north-eastern window, getting a mirror-image, the dwarven propensity for symmetrical design continuing. Again, the door is opened and a bridge extended. For completion’s sake, he flies through the south-eastern window, which merely also opens into Residential.

Chuq and Edan decide to venture down to Research, checking the final cannon room before heading to the south door. The room beyond is an elongated octagon, with narrow ledges to the north and south. A thin bridge crosses the chasm between, complete with a blue glow below, and aside from the door to the south, large double doors adorn the east and west walls.

Socrates is used to scout again, heading across the room without issue, so Edan follows, communicating back to the party with the broochy-talky. He opens the door, showing a largish chamber. The southern portion has walls made of meshed glass, the room beyond filled with greenish gas. In the centre of this room is a dais with four pedestals. Doors to the east and west presumably allow entrance to the room beyond, within which appears to be a spherical object.

The party heads down to join him, and try the pedestals, but get no reaction from thier keys. Chuq probes mentally, getting a strong presence to the south, but no coherent thoughts. He points it out, and a closer look reveals a sphere being held in place by four arms. We mess around with keys and pedestals for a little while, trying out a few theories to no avail, confirming that we need Area X’s administrative key.

Returning to the centre platform, Thorfus has the monkeys pry open one set of double doors, revealing a room frozen by a Desynchronisation Field. Within the field is a pair of creatures with lion’s bodies, dwarven heads and a tail of spikes. Seeing the ‘dwarficores’, we quickly decide to close the doors and spike them shut. The opposite door has the same and so is similarly spiked. Derich recognises the creatures of course, abominations created by the dwarves for use in battle. They were used as attack dogs of a sort, pointed at the rebels and released.

Unsure how to proceed, we decide to explore the Residential area, hoping there may be a way around. The residential area begins with a hallway filled with doors, dark and dusty with no signs of life. A monkey is sent to open the first door to the left, revealing a very familiar dormitory layout. At the end of the corridor is an electrical hoist, with two more floors accessible by it. More rooms fill both corridors. The only thing of note is that the usual uniform robes bear a different design to the ones we’ve seen previously. Several rooms also hold skeletons, one in particular having what appears to be a couple hugging.

On the way back to the platform, we inspect the cannon more closely. They appear to shoot energy, as there is no ammunition present, and they are also potentially portable, though currently fixed to a stand.

Without another option, Thorfus sends monkeys to begin simply yanking open the shutters on the closed arrow slits. They succeed in gaining access to the cannon room joining onto the Administration area. The outer rooms hold to the pattern of cannon rooms and sleeping automaton, so the bridge is extended and we head over to the far door.

The room beyond is a large office. A desk sits upon a raised area at the far end, with a large green dragon painting behind it. Several terminals with screens flank the desk. Activating the desk gives us several options:

– Review analysis of prisoner code.

– Display code at analyst’s station.

– Authorise transfer of prisoner code to anti-virus lab.

– Review progress in anti-virus lab.

– Administrative Safe

The code itself is the same unintelligble jumble of characters we’ve seen before that scrolls past.

The safe options give and inventory and the option to open:

– Administrative Key

– Experimental Flight Suit

– Guardian Device

Thorfus thumbs it open, and the picture moves aside, revealing a small chamber. The key lies on a shelf with a backpack. In the centre of the room is a floating shard. As Derich crosses the threshold of the safe, the shard points towards him, so he steps back hurriedly. Nobody detects any thought from what we presume is the Guardian, so Thorfus simply runs in and grabs the key, then hits the desk to close the safe. Following his lead, Derich runs in and grabs the flight suit.

The door closes, and the shard simply burst through the painting, growing larger before splitting in two. Not knowing what else to do, Derich simply yells to the other Ancients to attack whilst inspecting the suit. Finding a PEP with two points of power, he pulls it out and tosses it to Thorfus.

Sturloc, in a moment of extreme luck, simply shoots one of the shards out of the air. Kottar is unable to replicate the feat, so the Ancients rush in, swinging wildly but unable to hit the shard. In response, the surviving shard simply shoots through Blaise, growing and splitting again.

 

Loot and Experience for Session 7

Experience from Monsters:

– 4 Twiggy Terrors, 157XP

– Dryad-Imprisioning Deciduous – 866XP

# of Party Members: 8

Total XP: 1023XP

PC Share: 127XP