Monday, June 26, 2006

Session 14: Worth 10 Points When Popped

(This is a placeholder so I can catch up to where we actually are.)

Day 16 dawns with nary a tremor to disturb their sleep. This time they decide to head north. The new room features something they haven't seen before: darkmantles not interested in a fight. Heading generally northeast, they find a secret door into an area without the normal trash and debris they've become used to in the low-rent district of the dungeon. The first room they explore up here features a large stone block and a plate in the floor. They decide to not mess with it. Heading to the north, they find another unopenable secret door.

Wandering to the south of the stone block room, they run into a broken Ginsu blade trap. Tex eventually fixes the trap so they can get through. The next room is rather warm with a plate on the floor and a celestial fire rune on the door. They decide to camp here.*

On the morning of Day 17, they need to get the door open. Sadly neither Zay nor Tthardas has a fire spell, so Tex takes 20 to pop the lock. They explore the long corridor, finding many exits to the east that have electrical barriers blocking the path.** To the south they find a foggy room within a room. Nobody is shocked when the metal Continual Light rod thrown into the room is zapped by lightning multiple times. They send Tex in to try to retrieve it but he turns back.

To the north they find a room with many, many bubbles that begin to gather together. They watch as the bubbles merge and a portal forms. Will they survive? Watch next week! Same dungeon time, same dungeon blog!


* Note for the purists: I decided to remove the Extreme Heat encounter condition from this room after forgetting about it when they entered. They needed a base on this side of the dungeon anyway.

** I hadn't put the whole map set in my bag for whatever reason, so I didn't have the Area B map with me.

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