GREYHAWK CY 576: GREAT LEGENDS RETOLD -- CAMPAIGN THREAD

Aust Thale

Adventurer
Quixt: Pulls two (2) 8 oz empty bottles from the four (4) in his magical haversack, and then dons his gloves. He grins at Sphynx, “got some”. Careful to avoid involuntary movements of the dead Medusa, any potential spills, and careful to avoid even a dead gaze, he fills both bottles with blood.

He then surveys the room again to see if they missed anything.
 

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Tellerian Hawke

Defender of Oerth
GM:
Both of you are able to collect two (2) 8oz vials each of Medusa Blood. Adding the blood to a concoction requires 4 oz, thus, each character has enough blood to augment 4 potions.


Hawke looks around the room and says, "Nothing left to see here. Let's move on."

EVERYONE: What do you do?
 


Tellerian Hawke

Defender of Oerth
GM:
The party decides to leave the cave system, in order to rest and regain spells; this can EASILY be accomplished, since the entrance to Cave K is very close nearby. With the Wendol all but wiped out, thanks to the rampant demons, and the party's various assaults, there is very little chance of the party's rest being disturbed. In fact, if the party wants to sleep without a fire, the general consensus deems it safe to sleep in the cave mouth, without even leaving the confines of the cave. Hawke points out that there are still Orcs and Hobgoblins roaming about, so leaving the cave would actually be more risky than staying inside of it. Everyone agrees with Hawke's logic, and rests in the mouth of the cave, without a campfire. The party rests for a full 8 hours, and takes the time to break open their packs and eat and drink their fill of water, fruit, and dried rations. The spellcasters take the time to re-memorize spells, so the total downtime is about 11 hours.
 

Tellerian Hawke

Defender of Oerth
Hawke leads the way back into the Wendol lair; the party returns to the side stairwell, and knowing that the south passage leads to where the Medusa was killed, begin to discuss which other directions they'd like to explore.

GM:
Options: (You can discuss this in LINE chat, and post your decision there.)

East = Room 62 on the map.
Southeast = Room 63 on the map.
Northwest = Room 60 on the map.
North = Room 61 on the map.

Vendol Lair 001.jpg

EVERYONE: What do you do? Which way do you want to go?
 

Aust Thale

Adventurer
Hawke leads the way back into the Wendol lair; the party returns to the side stairwell, and knowing that the south passage leads to where the Medusa was killed, begin to discuss which other directions they'd like to explore.

GM:
Options: (You can discuss this in LINE chat, and post your decision there.)

East = Room 62 on the map.
Southeast = Room 63 on the map.
Northwest = Room 60 on the map.
North = Room 61 on the map.


EVERYONE: What do you do? Which way do you want to go?
Quixt’s vote is to 60 & 63, being careful to avoid traps.
 

Tellerian Hawke

Defender of Oerth
GM:
On the way to room 63, the party stops at the door to 62, to check the door for traps, and to see whether or not it's locked.
Quixt has the highest Search skill, so Sphynx will Aid Another as his action. (+2 bonus granted.)


The air in this corridor is musty and dank; water droplets can be seen slowly dripping from the ceiling of the entire corridor.

Quixt, you find no traps on the door, and it is not locked; however, it does appear to be jammed. The door has long been exposed to the humid environs of this corridor, and the wood has expanded, causing the door to swell and become stuck. If there was a way to stop the dripping, and/or dry out the corridor, you surmise that the door would probably shrink. But as it stands currently, it will take a tremendous force to free the door from its predicament.

As you both are examining the door, everyone in the party hears a strange, wet, sloshing / slurping sound, coming from somewhere further down the corridor. Hawke glances down the hallway, and cocks his head to one side, a puzzled expression on his face.

Hawke says, "Do you guys see what I'm seeing? It looks like a bunch of silver and copper coins floating in mid-air, down at the end of the corridor..."

GM: Marked "X" on the map.


Indeed, everyone else DOES see what Hawke sees.

AA96E6F0-F833-4B43-9F53-BC9D9ACAA177.png

EVERYONE: What do you do?
 

MacConnell

Creator of The Untamed Wilds
Sphynx crinckles his nose in disdain. "I have no idea what that thing is, but it cannot be good. I think a pro-active approach is best, here."

He rolls his left hand in a circular patter in front of his body and ends it by pointing toward the thing. Shards of light shoot forth from his hand.
OOC: cast Magic Missile, 3: d4 +1 = 3, 2, 3
 
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Tellerian Hawke

Defender of Oerth
Sphynx, when you shoot it with your Magic Missile you realize the true size of the "thing"; the X represents the floating coins. But as your spell makes contact, there is a quivering, squishy, mid-air ripple, that reveals that whatever you just struck covers the ENTIRE WIDTH of the hallway. It's almost as if your spell struck water, except that whatever the thing is seems to be semi-firm, and wiggly, far more viscous than the surface of water would be.
GM:
You can make a Knowledge (Dungeoneering) check, DC 14, to know what sort of monster it is. If you don't have that skill (and you don't, I checked; no one in the party does!) you can use a Knowledge (Arcana) check at DC 22. Everyone in the party can make this check, because I think the whole party has Arcana knowledge.

60BAD0BA-25CD-418E-80C6-4A4E40C686B9.jpeg

D56B22D1-F092-490F-A58E-606B089167C5.jpeg

UPDATED COMBAT MAP:

BBEAA0B4-AB70-42FA-B0C7-3C8C61749F0B.png


EVERYONE: Make your knowledge checks!
 


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