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delve:session-175 [2024/03/10 17:43] – created tim45tenwa | delve:session-175 [2024/03/14 09:21] (current) – tim45tenwa | ||
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- | ====== Session 175: 31 Jan 23, day 109 ==== | + | <- delve: |
- | ---- | + | ====== Session 175: 31 Jan 24, day 109 ==== |
+ | |||
+ | Then move on to the final chamber, on the way Vulf finds a secret door in the meditation room. Fria checks it's not obviously trapped or locked. we decide to explore the last chamber before doing the secret door. A short corridor reveals another door that opens into a large-ish chamber: world-weavers' | ||
+ | |||
+ | Something is missing from this chamber, there are spaces for all sorts of tables etc pointing into the centre of the soom. A huge hollow in the middle is surrounded by cables, tubes etc. a huge sphere of something has " | ||
+ | They agree to exchange info. We tell them Phebian is in the lower levels of the delve. They don't want to tell us anything but they say he created an artifact out of several ice devils. This thing is part of the ' | ||
+ | |||
+ | Fria searchs and the room has been used very recently : everything is neat n tidy and even the ink-well is still wet. Ahumnstut finds a gaudy **RING** made of red-iron. | ||
+ | |||
+ | By the door there is graphiti, 'there is no wizard greater than Phebian world-weaver', | ||
+ | > 'how do we get out' | ||
+ | > 'how do mediallions work'= matched to a key that has no door and operate when required then return here. | ||
+ | > 'where do stairs down lead' | ||
+ | > 'what happens when you wear two medallions and approach the trigger point' | ||
+ | |||
+ | previously we asked how to get to the city and it's down the stairs. An earlier question was | ||
+ | > 'how do you get out of the city' = 'if you figure out how to leave the city let us know' | ||
+ | > 'are you on an alternate prime material place' = no | ||
+ | |||
+ | So the medallions return to the pegs once used so it might be a one way walk down the stairs. Vulf identifies the tower being in the centre of the domed-mini-city. Ahmumstut checks the door that the ' | ||
+ | |||
+ | We decide to check out the last two corridors before trying stairs that might lead away from the level never to return. At the one end there is another elborate door which we open . Beyond is a large room: a large furance in ne corner, series of anvils etc. Many metal working tools, bins of stuff. | ||
+ | |||
+ | Ahmumstut recruits the pseudo-dragon as a familiar. | ||
+ | We explore the workshop a bit then go to the other end of the corridor and see what's there. | ||
+ | A slightly unusual door, not like the ornate doors in the rest of the level, is a 20' section of the wall changes from stone to smooth silver metal with a brass disk mounted in midle with a hairline crack. | ||
+ | > left runes say numbers 1-6 in ancient dwarvish | ||
+ | > right runes say current, right, left, open, close, clear | ||
+ | the dragon says you press buttons and sometimes there are tenacles, and this is the mages 4's vault. | ||
+ | we ask the city about it. | ||
+ | > 'how do we safely open the vault' | ||
+ | > 'how do we avoid tentacles' | ||
+ | > 'what is titan-slayers vault combination' | ||
+ | vulf's legend says "index then open". "know the vault number before you open" | ||
+ | We search the area, Bjarni sleeps. Ahmumstut finds a cabinet and it has a giagantic foolscap diagram of the vault: with a 6 section doughnut, and it has same dwarvish runes . Press number of room that is currently there and then press open. so press 5 then open if current room is 5. Jestix finds the old water-stains on the wall are actually paintings not random water ingress: there is also a grass mat on floor w impression of a figure on it. Jestix checks out the mat then lies in the same position on the mat: he feels meditation is greatly increased. There' | ||
+ | |||
+ | Fria opens | ||
+ | |||
+ | * vault 6 it is empty. | ||
+ | * vault 2 is also empty. | ||
+ | * vault 3 has a signle coat rack with dozens of hooks, 5 have heavy chains with platinum medallions with knotwork patterns. They are magic moderate transmutation. | ||
+ | * vault 4 : a long dead body, a female elf with a few magic items (magic dagger, magic necklace, magic rings) | ||
+ | * vault 5: a finely crafted statue-altar of marble with a red box magical, an ancient jovial god with happy smiling face with outreached hand holding box. (Sato a happy jing). The box is 1" | ||
+ | * vault 1: is empty. | ||
+ | |||
+ | ==== Treasure ==== | ||
+ | * a few highly valuable crafting materials. | ||
+ | * a few very nice bits of furniture/ decoration. | ||
+ | * lots of notes on the planes | ||
+ | * 5 platinum medallions on heavy platinum chains with knotwork patterns | ||
+ | * rm 420 dead elf: | ||
+ | * magic dagger | ||
+ | * magic necklace | ||
+ | * magic rings * 4 worn | ||
+ | * very nice belt diary w name. | ||
+ | * red box with two dice. highly magical | ||
+ | |||
+ | Ahmumstut remembers there is a ritual that can embed a magic item in someone, so Bjarni could embed soul-vault. | ||
+ | Fria casts identify the medallions and the dice. One of the platinum medallions is a necklace of adaptation, allows you to breath water, noxious gases (perm fresh air). | ||
+ | |||
+ | Id on the dies- 2d8 "could be good could be bad roll them and find find out". Fria rolls them (6,6) | ||
+ | > "Fria gains the ability to cast first level cleric spells." | ||
+ | last person to roll the dice : the die stay with me until someone else rolls them. | ||
+ | |||
+ | ==== Encounters ==== | ||
+ | * Ice-devils | ||
+ | * Prismatic trap. | ||
+ | * Vault | ||
+ | * Immortal psuedo-dragon. | ||
+ | |||
+ | ==== XP ==== | ||
+ | * 1440xp each for 18th Level characters | ||
+ | * 2560xp each for 16th Level characters | ||
+ | * +200xp to Fria and Jestix for notes and recordings | ||
+ | |||
+ | ^Fria:| 162,863|out of 171,000 for 19th level| | ||
+ | ^Jestix:| 163,342|out of 171,000 for 19th level| | ||
+ | ^Bjarni:| 129,476|out of 136,000 for 17th level| | ||
+ | ^Vulf:| 162,686|out of 171,000 for 19th level| | ||
+ | ^AhumStut: | ||
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