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Thursday, September 16, 2010

Session 2 - September 2nd/2010

Meeting new people is always fun; well, most people would say it's fun. Arcie, I'm guessing is going to have to disagree on this one. The group came back to the center of town last week with hopes of returning to finish their mission of combing the streets for yet another day. As they were walking down an all-too-familiar street they noticed one of the buildings they've passed any number of times now had a door.

Arcie tried his very best to open the lock, but in the end its construction was too unfamiliar to him, in fact it was one-of-a-kind. The group argued for a while as to what they might try next. In the end, the group successfully petitioned Arcie to make his way up the wall of the building into a window on the second storey. He climbed with sufficient skill and caught grip of the window sill. He raised himself onto the sill and found an old human man sitting at a workbench muttering to himself. A failed attempt at communication left Arcie with a strong wish that he had been born a bird. It's not the fall that kills you, it's the landing. He didn't die, but Arcie will likely have some reservations about climbing up walls and through windows from this point on.

Kasimir is a wise man, in fact he was able to engage the old man in the room simply by yelling up and asking to speak. Who knew that would work? After some short discussions access to the property was granted. The house was filled floor to ceiling with every kind of knick knack known to man, and some not yet known. It would appear the unnamed man was somewhat of a collector, though no one could clearly tell of what.

Terrius(sp?), a crazy old man greeted them at the bottom of the stairs. Some small talk took place, nothing of any real note. It was, however, interrupted by some bubbling, boiling, toiling and what could have been seriously troubling. Upstairs Terrius was in mid experiment and left it to brew while he came and talked to the group. This proved unwise and a few short moments later a large ball of fire erupted out of the room and down the stairs. Thankfully our characters have some high dexterity scores....I mean....the group is particularly alert and dexterous. It took some convincing to get Terrius to join the group and leave his work in the place behind. As the group was leaving Terrius thought to lock up as they were leaving. Unfortunately a faulty phrase in a new "lockup dingit" spell he was trying out miss-fired; you could just hear the collapsing walls of junk piling high behind the door rendering further entrance unlikely at best. The hope of new "treasures" inevitably lured Terrius and group onward home.

The group arrived back at camp and introduced Terrius. He was quite dirty at first, but Selene and a sponge made quick work of it. After Terrius found himself somewhat clean (who in this place could ever use the word clean without some kind of smirk on their face?) and ready to go with the group. As they were discussing a few things Dyros approached with a concerned look on his face.

"We've a problem brewing, you can sense it can't you?"

He takes a moment to reach into his pocket and remove a tattered and stained handkerchief. He slowly wipes his brow, folds the handkerchief into a triangle and returns it to his pocket. He looks down, pauses, looks up and begins to speak. Before even a syllable escapes his mouth…

BOOM!

After the echo has ceased reverberating in your head you hear a deep sucking sound, culminating in a low roar, rising and rising until you can barely hear your own thoughts. Less than a minute passes and the ground is quaking at the same frequency of the sound. Finally, a deafening crack and a fire bolt from the sky crashes to the ground not far from your camp. Dyros’ face whitens; he turns and flees into the streets behind the camp. In the distance you see a low, dark, red light glowing. After a few seconds the glowing light changes from low lantern light to blazing, consuming sunlight.

You awaken in a building you don’t recognize. You look out the windows and outside doesn’t seem familiar either. A door, barring you from immediate and instant escape hangs tightly in place unlike its distant cousins in a land you know much better than this one.The door is unlocked and opens easily. You walk into a courtyard, overgrown grass, a fountain, some benches and a few statues. Terrius notices out of the corner of his eye a glimpse of a hooded person whisking their way through an archway into an unseen area. The sun is bright, it’s difficult for your eyes to adjust to it; no clouds, no haze, nothing.

The group found that they were in the first of three courtyards. The one they currently occupied was more of a dormitory. Peren saw grass, screamed and commenced rolling around until the group left him for the next area. While Peren was rolling around the newest addition to the group found a stone plaque by a fountain that read, "It crushes all beneath it's weight".

The second courtyard was similar in shape and size to the first, with the only exception being that there were a few different statues and the rooms were furnished for that of perhaps the student. There was a similar fountain in this area with a plaque that read, "Powerful - Perilous - Perfect".

The third courtyard was much smaller, with no rooms and no statues; only one fountain decorated the space. The plaque by this one read, "Magic and Water".

The other end of the small courtyard there is sturdy wooden door. Beyond the unlocked door you find yourselves in a long hallway with few twists or bends. Aside from a few wall scants with torches for light there is little else to make the walk more interesting. After a few moments you can see a whiter light than what the torches are offering you.

As you get closer you can hear some rhythmic noises and shouting.

The party draws nearer to see two red robed figures chanting, 4 huge raging minotaurs on 10 foot stone columns, about 20 robed figures lining the walls of the room. Attacking seemed like a good idea. It's weird, you know, a lot of things seem like good ideas, and only until you've tried them, you realize how un-good they were. Either way, a fight was brewing and now seemed like the best time to kick off.

A few rounds of ground and pound fighting ensued. Some floating daggers made quick work of some minions, while other party members thought that smashing them with sword and some good ol' fashioned might would do the trick. Some attempts at magical attacks against the red wizards failed only inches before making contact. Kendra attempted a more physical approach but found that she lacked the fortitude to do so. It was a rough battle and not much was going in your favor. Alas, as a last ditch effort to prevent the imminent summoning of some terrible creature Kendra kicked the dust of the summoning circle and broke it.

The two robed figures frantically continued their synchronized chanting and waving the area inside the circle begins to grown dark, smoke fills the area and appears as a column of greys and blacks. Above the sky is darkening. Thunder roars and lightening strikes a tower in the distance. Inside the circle the smoke is swirling, thickening, roaring. A creature appears just after the dust is scattered.

"You dare summon me, now you die!"

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XP for the night.

100XP - each - for killing 8 minions

50 XP - each - role-playing

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