Myrrdin the Gnome shows up to do the episode recap, polish some shoes, and gain 100 xp for consistency
Anzu the Familiar shows up!
Kallista – Chris H (Flanky)
Mr Umber – Bleys
Dray – Wulf
Myrrdin – Ben
Sister Genevieve – Jen
Reuben – Finger (Anzu)
Kallista learns Comprehend Languages and Detect Magic as the premier wizard of the party
Kallista casts COMPREHEND LANGUAGES to examine the door and hidden door
Kallista follows up with DETECT MAGIC and investigates the room
Mr. Umber reasons that the stasis effect on the hidden door might mean that the child wasn't taken this way. However, that means the door to this room might have blocked it similarly
On the Bronze door: "Welcome all who know the ley lines and the star fires. Beware interlopers for the denizens of the under fires are servants here."
The familiars are summoned on the other side of the secret door and discover a treasure trove!
Anzu has DEVIL'S SIGHT and can see the bags of coins and chests, a bag of holding, a bunch of gems, a funky looking cloak, a potion, another potion, and more gems!
The Familiars try to examine the door and see nothing but the door seams on the inside
Frustrated, the party decides to let Anzu open the door from the inside, and everyone hides in the corner of the room
A spell is triggered, and a Demon Ape appears.
Kallista activates a diviner ability and banks 2 D20s (1,16) to replace other rolls
Fah wins initiative
Fah attacks at Disadvantage with his crossbow, but forgot to target the enemy. He misses!
Anzu turns invisible and starts rummaging through the loot. The Barlgura fails to see or detect him! He can't find the cloak though.
Genevieve casts GUIDANCE on Fah to grant a D4 to any rolled ability check, once, within the next minute
Barlgura rushes out of the room and bites Fah, but misses with it's claws. Fah is wounded!
Reuben casts SCORCHING RAY at the Balgura but it resists part of the damage.
Arthur jumps up on the altar and taunts the Balgura, then misses when swinging his Glaive. He was dazzled by his own glowing mustache
Kallista realizes it is resistant to cold, fire and lightning
Flanky the Bat advances and uses the Help action for Mr Umber to get Advantage on his next attack
Dray casts EXPEDITIOUS RETREAT, draws his crossbow that he never uses, repositions himself and shoots the Balgura, slightly wounding it!
Mr. Umber casts HEROISM on himself. This grants him four temporary hit points. He then advances and tries to draw the Balgura's attention
Klog is paralyzed with fear!
Fah swings his longsword at the very large Balgura, and slashes into it.
He then takes his second attack, but misses.
Anzu picks up two potions and the cloak and brings them out of the chamber. A potion drops in front of Arthur and in front of Umber.
Genevieve casts SACRED FLAME on the Balgura. It saves!
The Balgura tries to select one person to attack from Umber, Arthur, and Fah. Fah and Umber of GOOD alignment so the Balgura chooses to target Mr. Umber. One fist connects with his chest plate and dents it slightly. [damage reduction of heavy armor proficiency feat]
The Balgura follows up with a bite and hits Mr. Umber again, wounding him badly but not so badly he can't fight
Reuben choses not to act to allow his familiar to act
Arthur sligfhtly wounds the Balgura with his Glaive
Kallista commands Flanky to give advantage to Mr Umber.
Dray fires his crossbow again, but misses, then retreats slightly
Mr. Umber considers whether or not to turn it, or to heal himself and soak damage. He casts DIVINE FAVOR upon himself which grants him additional radiant damage. He then swings his glowing sword but mnisses the Balgura. Except that the glowing edge extends past the blade and slices into the Balgura, causing heavy damage!
Fah uses Flanky's Advantage to hit the Balgura with the longsword, injuring it!
Anzu the familiar grants Arthur advantage to his next attack
Genevieve tries to cast SACRED FLAME again but the Balgura saves!
The good sister swears loudly, shocking Arthur
Balgura attacks Mr Umber with its fists, but misses, then bites at him and misses again!
Reuben casts ELDRITCH BLAST on the Balgura! It teeters but still stands
Arthur has advantage and swings his glaive at the Balgura, but misses. Arthur uses his action surge to attack again, hitting and striking a mortal blow to the demon ape, causing it to vanish in a poof of sulpherous smoke.
Party receives 28 GP, 1001 SP, 2100 CP
4 GP, 300 CP, 143 SP
Bag of holding goes to Dray who starts carrying the spare armor and arms fo rhte party. Mr. Umber gets a cloak of the manta ray, as a sailor. The Gems are split up amongst the party. The Potions go to magic users.
Rule proposed to grant the rounding-error spoils to the person who kills the top monster in the fight.
Kallista investigates the treasure room and finds that it has been sealed for thousands of years. Whatever group last operated out of here, before it was dungeonized, left these things behind.
She explains "the boy has not been in here, this room has been sealed for a world's age"
Familiars scout beyond the Brass Doors and see a burning brazier in the middle of the hallway. It has stylized chicken legs, wrought of burnished iron. The bowl sitting on the top emanates light and heat, but there's no fuel to burn.
When the Familiars appear, the brazier hops on its feet, then runs up and tilts, considering the two familiars, and kind of looks. Suddenly it kicks it's head forward and threatens with its light and flame.
Anzu tries to jump into the brazier but ends up chasing it around the hallway.
Kallista eventually picks the lock, and the doors open. The Brazier hops around, examining the three spell casters, and then chooses to park itself next to Kallista. It seems to have decided that she is it's new master, and will follow her around. It cannot do complex commands beyond how far away to go. It cannot communicate any better than a puppy could. It also menaces any divine casters that get near to Kallista. ANIMATED OBJECT with CONTINUAL FLAME
Kallista asks if it wants to lead around the place, but it doesn't seem to understand. She then commands it to move ahead and illuminate the hallway.
There is a door at the end of hallway. THere is Pictographic text on the doors to the north, though all doors do not have pictographs, but are brass.
Kallista translates the brass door and then asks the brazier to inform her if there are any "intelopers" around.
The door says, "Welcome to all arcane users." and "Death to Interlopers"
Umber can tell that the dust was disturbed beyond the big bronze double doors.
one hallway goes to a plain brass door to the right, the other ramps down and curves away. Dray can tell that the halls were made with spellcraft but can't tell what spell.
Kallista investigates the double doors and realizes there is no latch mechanism visible. She eventually concludes that there is a device elsewhere that opens this door.
The party tries opening hte single, plain Brass door (Staff area) and finds mouldering office equipment. Dust is think on everything.
Flanky finds an illusionary wall hiding another hidden passageway, after everyone else fails to see it. It takes a little effort to convince Arthur it is an illusaion, as he utterly fails to be able to disbelieve it.
Kallista recognizes it as the spell PERMANENT ILLUSION There is another plain Brass door at the end, but it is locked with a 4-dimensional key. Kallista announces that she can try to unlock it.
She takes some time and uses the thief tools, and is able to fool the door into opening. They're just slightly alive and they have to be pleased to open it. Kallista seems to be amusing herself by muttering jokes and giggling while picking the lock.
Klog volunteers to open the brass door, and finds ANOTHER ROOM! There is no source of light but the room is illuminated in a bluish white glow. Near the center of the room there is a slightly raised dais. It is covered in eldritch script. Opposite on the wall there is anoval shape of eldritch script. It looks like a mish-mash of eldritch languages.
This is definitely arcane script
Mr. Umber steps into the room and suddenly makes a DEX save. He fails as soon as he crosses the threshold, and all of the blue light concentrates into a burning beam that damages him, and does not abate. Mr. Umber stubles back out of the room. "Demon Dogs that huts"
The Brazier and starts freaking out at Mr. Umber. Kallista tries to calm it down.
Dray and Kallista enter and discover that the room accepts arcane users only, and that the mechanism requires magic to be cast against the symbol on the wall. Dray tries to cast firebolt on the wall, it lights up for a round and dims.
It takes some experimenation but they eventually discover that it requires casting a cantrip every round to maintain the effect.
While they cast continuously and Mr. Umber tries to open the door, but it doesn't work.
The arcane energy is being gathered and sent somewhere else.
The party finally decides to descend down the other winding hallway. It levels out after about 15 feet, and straightens out.
At the end of the hall there is another STAFF BRASS DOOR. Arthur runs up, examines it, and throws it open. He walks in, and can see it is similar to other rooms. In the middle of the room, there is a skeleton in leathers and a cloak and old clothing, but from recent human history and not prehistory.
As you enter, out of those bones rises a figure made of white mist. He appears to be an adventurer and is hovering, staring at Arthur.
He addresses it in common. "Hey, my name is Arthur. Do you wanna bang?" He recognizes that it's an athletic looking spirit. The ghost looks at Arthur and moves its mouth but no sound comes out.
He's sure that the ghost is saying "I need to bake cookies!" and starts moving towards Arthur.
Arthur reaches out to shake his hand, but the spirit ignores it. The spirit hovers over into Arthur, then disappears. Arthur then starts walking out of the room and down the hallway.
He gets one full round away before initiative is rolled!
Klog notices that, as Arthur goes past, that Arthur does not slap Klog's ass, and thinks this is strange, so he tries to trip Arthur. The Ghost gets angry and Arthur's face twists in rage
Kallista shouts at the ghost, "what do you want!"
The Ghost tries to stand up, and answers "I can finally find the treasure! It is mine!"
Kallista then creates a minor illusion of a wall of stone clsoing off the hallway.
Klog tries to restrain Possessed-Arthur, but Arthur is a Top and gets the advantage over Klog
Dray asks, "Do we really want to stop him? He's only heading to the treasure room we emptied out."
WHen the party agrees, he steps forward and casts SHOCKING GRASP on Possessed-Arthur, wounding both the ghost and Arthur
Reuben casts Chilling Touch on Arthur, which harms Arthur but not the ghost.
Genevieve tries to TURN UNDEAD the Ghost to expel the possessor. It has disadvantage because of the HEX that Reuben cast upon it, so it faiils and has to flee Arthur's body and move away from Genevieve
Fah investigates the room and finds some rotted bones, tattered armor, rusty short sword, and some magical equipment.
Arthur stands up and swings his glaive at it, dealing slight damage and removing the TURNED status.
Mr. Umber uses TURN UNDEAD and turns the Ghost again.
The ghost Flees up the hallway.
Anzu searches the magical artifacts
Kallista tries to determine the best method for getting rid of the ghost, which is to either fulfil a specific request, or to use exorcism magic. She tehn sends Flanky to follow the ghost and advances into the previous room.
Dray tries the door to the next room and finds that it is locked.
Sister Genevieve heals Arthur.
Mr. Umber chases the ghost to maintain it's fleeing from him.
The Ghost heads back to the main room as it flees from Mr. Umber.
Last action declarations before the session ends:
Anzu is doing nothing.
Kallista moves towards the Ghost. Flanky and the Brazier follow.
Klog can't decide what to do.
Dray follows Kallista and Mr. Umber.
Reuben stays in the room.
Genevieve follows them as well.
Fah uses SECOND WIND to heal some damage. He then follows after the Ghost-chasing crew
Arthur runs up the hallway and nears after the Ghost.
Mr. Umber Advances.
The GHOST starts the top of the round, having just entered into Altar Room (ROOM 11)
(No additional XP was awarded at the end of the session)