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Session 7: Skin and Bone

02/04/5000

The party took a few moments to rest n the pit room then, accompanied by Journey and the Dread Warrior, continue travelling through the dungeon. The party come across another split in the halls of the dungeon and upon taking a right, they find a dead-end where the exits have been caved in and skeletons awaited them. After defeating the skeletons, the party got back on track. and continued deeper into the dungeon

The party then found themselves walking into a room with 4 glowing statues and a dormant portal. After the whole party entered the room, the statues stopped glowing and the portal activated, causing mephits to spawn. The party then observed the statues and used different method to activate them whilst fighting off a constant flow of mephits.
  • Red Alter: A Peacock with an unlit torch in its mouth. The torch was lit to activate the statue.
  • Blue Alter: A narwhal with a bowl on its head. The bowl was filled with water to activate the statue.
  • Purple Alter: A snake tangled in the branches of a tree made of copper. The statue was struck with lightning to activate it.
  • Green Alter: A tortoise with its small mouth ajar and rubies in the eye sockets. A gem was put into the turtle's mouth to activate the statue.
After activating all the portals the doors open and the portals begin to rest. They party hurries out of the room and enter the next hall where a cave offers an alternate route through the hall. After Haiyang looks in the cave and find a yellow viscus puddle he decides to travel down the hall and he triggers a trap causing a jet of fire to spray on him.

After the party makes it to the other end of hall, they once again get locked into a circular room room with 8 doors around the wall and a table filled with 5 cards faced-down and clues begin to burn on the celling. The party decides to rest, deeming themselves safe within this room.
  • Open the door, hit the floor
  • One at time or commit a crime
  • Round down, Round up
  • Six between flips or evil slips
After getting all the cards faced-up, more clues appear.
  • Continue below, straight to go.
  • Pick two, Switcheroo
The Party makes it out the room and continue through the halls. Successfully identifying a trap, the party avoids any danger and takes a left at the next spilt, finding themselves in a morgue. Getting what supplies they can from there, The party backtracks and follows the hall to a set of large double doors. Entering the room they see a prayer hall that has been worn and damaged. They also discover a skeleton dressed up on the preacher's chair and a pile of flesh next it. In addition, there were several piles of flesh hanging from hooks on the roof. The doors suddenly shut behind them and all the torches go out, leaving the party in darkness as the Skeleton and the pile of flesh next to rise to fight them. After defeating the flesh monster another drops off one of the hooks to face the party and when the alchemist skeleton was defeated, the flesh monsters stopped dropping on the party.
The torches were relit after the victory and a door on the side of the room opens and the preacher's chair and the wall behind it lower - revealing a hidden passage.

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