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<blockquote data-quote="Mannahnin" data-source="post: 9886866" data-attributes="member: 7026594"><p>I made the Monday night crew make the new PCs at 2nd level, but let them carouse with the surviving elf wizard, so they got a few xp to start off with. That party is now 3rd level Elf Wizard, 2nd level Elf Thief, 2nd level Human Cleric, and 2nd level Goblin Knight of St. Ydris.</p><p></p><p>Hiralia the elf returned with her (limited) treasure to the shelter of her guild, where she mourned her lost companions. The terrible [ISPOILER]icon of the Maggot God[/ISPOILER] she traded for gold, no longer bearing to look at it. After some time her guildmates offered her a new mission to get her mind off her troubles, and introduced her to a few new adventuring/drinking companions. Silvio the elven former pirate, Glaux the priest of Athena Promachos, and Hoshgrish Kunstil, noble goblin Knight (cousin to the recently devoured Ratbag Kunstil) offered to help her get past the trauma.</p><p></p><p>After a good night's drinking and swapping stories and toasting the fallen, they decided they would indeed seek out the Seer's Sanctum, allegedly the abandoned site of a cult of seers obsessed with vision and other senses, who were rumored to have discovered secrets of extraplanar travel. The guild offered to pay handsomely for planar travel magics and information recovered from this site. Hiralia was also able to find a cheap healing potion to spend most of her remaining gold on.</p><p></p><p>One near-deadly confrontation [ISPOILER]with a grey ooze in the entry chamber[/ISPOILER] was had, but after that no more signs of animate foes were yet to be found in this quiet, empty place. Instead strange mechanisms and devices, eerie statues with fearful implications, and obstacles/puzzles met their efforts and needed to be solved/figured out to make progress. Four chambers explored so far, four such puzzles/obstacles solved/circumvented, testing their ingenuity and making them glad for several useful pieces of adventuring equipment they had thought to bring. Avoiding hints for people thinking they might play this: [ISPOILER]So far helpful have been a crowbar, four lengths of rope, and a grappling hook. Use of iron spikes would have reduced the number of ropes needed.[/ISPOILER]</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9886866, member: 7026594"] I made the Monday night crew make the new PCs at 2nd level, but let them carouse with the surviving elf wizard, so they got a few xp to start off with. That party is now 3rd level Elf Wizard, 2nd level Elf Thief, 2nd level Human Cleric, and 2nd level Goblin Knight of St. Ydris. Hiralia the elf returned with her (limited) treasure to the shelter of her guild, where she mourned her lost companions. The terrible [ISPOILER]icon of the Maggot God[/ISPOILER] she traded for gold, no longer bearing to look at it. After some time her guildmates offered her a new mission to get her mind off her troubles, and introduced her to a few new adventuring/drinking companions. Silvio the elven former pirate, Glaux the priest of Athena Promachos, and Hoshgrish Kunstil, noble goblin Knight (cousin to the recently devoured Ratbag Kunstil) offered to help her get past the trauma. After a good night's drinking and swapping stories and toasting the fallen, they decided they would indeed seek out the Seer's Sanctum, allegedly the abandoned site of a cult of seers obsessed with vision and other senses, who were rumored to have discovered secrets of extraplanar travel. The guild offered to pay handsomely for planar travel magics and information recovered from this site. Hiralia was also able to find a cheap healing potion to spend most of her remaining gold on. One near-deadly confrontation [ISPOILER]with a grey ooze in the entry chamber[/ISPOILER] was had, but after that no more signs of animate foes were yet to be found in this quiet, empty place. Instead strange mechanisms and devices, eerie statues with fearful implications, and obstacles/puzzles met their efforts and needed to be solved/figured out to make progress. Four chambers explored so far, four such puzzles/obstacles solved/circumvented, testing their ingenuity and making them glad for several useful pieces of adventuring equipment they had thought to bring. Avoiding hints for people thinking they might play this: [ISPOILER]So far helpful have been a crowbar, four lengths of rope, and a grappling hook. Use of iron spikes would have reduced the number of ropes needed.[/ISPOILER] [/QUOTE]
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