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.
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.
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.
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 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
- Continue below, straight to go.
- Pick two, Switcheroo
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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