Path of the Departed: A new entrance, temple and catacombs
Day: 7, Mo/Yr: 4/12 IRL: Feb 8th, 2025
Scribe: Hektor (Saracor)
Players | Broken Head | Incapacitated(for 6? days) |
---|---|---|
Hektor [Fighter] SaracorMeric [Thief] ShadowfaxGrim [Dwarf] Big_PunAgoston [Magic-U] DCBelaros [Fighter] DevVate NPC:Brunwolf* [Torchbearer] | Feathers [Thief] JdsullGemistos [Magic-U] Luminance NPC:Lankios [Retired paladin]Khronos and Estelle [Keepers] | Salvatore [Cleric] JdsullMikeleos [Druid] Saracor |
Adventure Notes:
The group gathers at the Inn and then decides to head back to the level where the old man was. We head out towards the plaza without incident. Light rain falls this day with the river a bit higher than normal. Descending into the basement and down the stairs, the group goes directly to where the bats are. After some discussion about what to do and how to get back into the room with the skeletons, the group checks out the door to the north reveals a stairway leading down.
Stairs are about 300′ long and we enter into a small room with a portcullis. Footprints lead away from the stairs. Two doors, one west and one south lead out of the room. The sound of chains rattling is coming from the west. Looking back, the portcullis is obscured by an illusion.
The group heads through the west door has a pair of skeletal baboons that attack. Inside is a wooden cupboard. Inside is a scroll, probably a cleric spell. The south door heads into a hallway and past some crumbling walls to a door. That opens to a small room with 3 other doors. Filled with trash and basic stonework.
Heading west, the door opens to a short corridor and then a large room with four pillars. Light comes from an open archway to the north.
The four pillars each have figures carved on them.
NE – Bearded human with 2 scepters across the chest (Osiris)
NW – Snake headed
SW – Maat – holding a feather of judgement
SE – Ibis headed god – Thoth
To the north is a room with a dais and a 10×5 onyx table. Floating above is a while ostrich feather. The room is lit, the table glows with a bluish light. Murals on the wall depict Maat in a feather in her hair and giving another feather. Humans have feathers in their hair and walking into an underground crypt (demons, monsters and crocs within).
Taking the feather makes another appear.
An archway leads west from the pillar room. It leads to a room with columns on one side of the hallway. A body is tucked along the southern wall. Semes like some sort of guard post. Plain construction. A corpse is off to the side, hidden from direct view. Some items are found on it, including two potions of some sort (blue and purple).
Continuing west, is a large room with a stone circle platform with 3 levels coming out of it. The North, West and South walls all have closed portcullis. The smell of age and decay come from the North and West. Probably the location of catacombs.
Grimm goes to check the south passageway and comes to a set of stairs, he starts up but hears the sound of something coming closer. He runs back and we close the portcullis again. A strange mechanical dragonfly comes to the bars, hits it and then goes back up the stairs.
Heading west again, there are niches with corpses. Many of them all along the walls up to the ceiling. We spend several turns searching for items, find a few and then come to a door, locked, at one end. We make note of that and then head back along another corridor when we come to a Gelatinous Cube. Deciding not to get trapped between it and another foe, we has back to the lever room and close it off. We damage it some as it hits the bars but it rushes away before we can finish it off.
The group heads back up to the surface at this point with some treasure and make our plans for the next delve. Still things to decide about the skeleton room and the ‘bats’ but much more is available to the group now.