Monday, May 13, 2019

Session 7 - Sellin' Souls (DM)

FUCK!
- the entire party

SESSION INSPIRATION AWARDS: The DM

After Coffinbox's defeat and the invitation from the strange voice, the party rests for an uneasy night in the temple via a ritual Leomund's Tiny Hut.  They leave Coffinbox's corpse outside while they plan on what to do and rest after a particularly tough fight.

In the morning, they find Coffinbox's body gone ... who or what moved it?  Perhaps a watch should have been set ...

Lord Alistair contacts the party via a Magic Mouth spell.  He is a Lich, Scholar, and Gentleman of Science and politely offers a deal; souls for the book.  Some in the group felt especially uneasy that they would even consider such a deal while others had less qualms about such a bargain.

The group uses the orb to teleport themselves to another location; Lord Alistair's secret lair.  They arrive a dark stone entry hall, moss collecting on the walls and a fetid, damp smell in the air.  Large iron statues flank an imposing metal door.  Inscribed upon the door is the glyph for the word 'death' in Draconic.


Welcome to my home, adventurers.  It’s been so long since I’ve had guests.  The elves never made it this far, you see.  Please, touch the rune and come inside.  It’s harmless … mostly.  I’m dying to see you.  Haha!


The group hesitates ... is it a trap?  Who is through the door?  Eventually, impatience wins out and they touch the doorway ... which opens to reveal a throne room of sorts.  Crimson rugs, an ornate wooden throne, carved with skulls.  Braziers give off magical light.  To the west, a hallway leads to a kitchen and pantry that smells of decay, to the north a door leading to more stairs.

This is where I treated my guests.  Nobles, peasants, mercenaries like you.  I was respected once, but my studies made me a pariah.  I do not blame them, though.  Science is often a strange, frightening beast.  Come in, friends.  Make yourselves at home.  Though I would recommend passing on the food.  It’s not as fresh as you may require.

Herby investigates the pantry while others look in the kitchen.  A massive, gleaming cleaver stuck in the butcher's block catches his eye and he pushes on despite the overwhelming nausea entering the room causes ... and he becomes ensnared by a trap!  Losing all semblence of humanity, Herbie lashes out at his friends.  They quickly subdue him and break the spell.

I did try to warn you.  My butcher Pierre was always a bit of a bastard.

To the east, the group discovered a hidden door that led to cells.  In the cells, there are piles of bones and several large cages.  On a table, next to torture implements, lies a thick black whip.  Its iron barbs are sharp to the touch.  Kith grabs the whip and it immediately injures him.  After nothing else happens, he stores the whip in his bag.


Ah, this was a dark place.  Many secrets learned.  Pried from dead men, if required.  It was a bloody but necessary step on my path to immortality.  I hope the souls who perished here found peace in the beyond.


Through the northern door glyphed with the word "Doom", the group heads down.  Another imposing steel door lies before them, glyphed with the word "Deeds."  The room beyond this door is a lighter stone, larger than the audience hall.  Glass cases ring the walls, holding various items and treasures.  In the center of the room a massive, impossibly life-like statue of an oni dominates the space.  To the northwest, a door glyphed with the word "Knowledge" and an intricate lock mechanism lies.  To the south, an ornate mithral door stands.  On the door, a massive battle scene is depicted; a wizard slaying many powerful enemies.  They shriek in terror at his might.  Upon the door, another glyph is written: "Stay out Oliver, or I shall remove your body from this plane of existence."


Ah, my pride.  This is where I rested and learned.  Ophelia always made sure to tidy up after my experiments.  I miss her terribly.  Oh, also … don’t touch anything unless you no longer value your life.


Behind the mithral door, Syndi investigates what could only be Alistair's bedchamber.  After much poking and prodding, she eventually discovers a key!

On the other side of the room, the group led by Guy decides to try to unlock the door.  There are three locking mechanisms; an electrum lock bearing the mark of blowing wind, a tumbler made from tin and copper that sparks as you rotate it, and an ominous hole filled with black ooze.

Guy tries multiple times to get the locks open, but the third remains a challenge.  Syndi comes over with the key and attempts to unlock the final lock herself ... and nearly loses her arm in the process.  Kith then tries to use this quarterstaff to move the lever located in the ooze hole ... and succeeds!


Knowledge is a double-edged sword, friends.  Take care with what you ask.  Some truths should remain hidden.

Through the door, the party discovers what could only be Alistair's private library.  The books call to the group, especially the magically inclined ... Herbie, Syndi, and Usiris race to the shelves and begin to pore over the tomes.  The team doesn't notice anything is amiss at first, but become increasingly worried as their reading becomes voracious.  Herbie's mind can't process the truths he learns and he falls out of what was obviously a trap!  Usiris and Syndi are still enthralled however, and the knowledge begins to take a terrible toll.  Usiris' concentration breaks next, and his mind is befuddled by what he's read ... Syndi continues to read and uncovers a cosmic truth that could reshape her destiny.  It will also kill her immediately if she says it out loud.

Down another set of staircases, the group discovers a long hallway with two large iron doors set across from each other at the midpoint and a large iron double door at the far end of a hallway.  One of the midpoint doors is emblazoned with "Watching" and the other "Science."  The group decides to enter "Watching" first and finds a large reflective pool.  The elves of the group identify this as a fey scrying pool, usable once per day to cast Scry.  When the pool is used, a mithral mirror appears on the far side of the room ... Kith touches it and finds that it acts like a portal!  Through the mirror portal, he finds a treasure room.  He delicately searches the room, and determining that there's no harm, he begins to loot it by bagging it and sending it back through the mirror.  Unbeknownst to him, he is now afflicted with a curse ... his second of the day and neither one apparent to him.


Awww, it’s rude to take my stuff.  Please put it back.


The other door, marked "Science," contains the remains of strange liquids, experiments, and foul lessons.  There are several vials sitting on a table, and Alistair uses his Magic Mouth to taunt the group into taking the elixirs.  Several of them are quite helpful!


Careful with those.  I’ve been looking for test subjects for a while … would you care to volunteer?


The double iron door at the end of the hallway features a massive glyph: "Immortality Awaits."  Pushing through the door, they discover Alistair and his assistants.  There is a large summoning circle inlaid into the stone, made of precious metals.  On the southern wall, a large black tome rests next to Alistair.  Two deathlocks, Tymer and Sarah, stand near a table on the western wall and appear to be deep in conversation.  On the eastern wall, a writing table next to various implements is a brain in a jar that swivels to 'look' at them as they enter the room.  It's apparently Oliver, and the lich must have followed through on his threat.

The party meets Alistair and begins to negotiate ... Alistair requires souls for his foul purposes and the group listens patiently.  Herbie counters with a different offer and Allen seems unperturbed about the idea of trading others' souls for his own.  Guy listens to an offer about a magical pirate ship ... while waiting for his allies to attack.  The ruse fails and Alistair grows irritated; he offers them a minute to prepare for combat.  His assistants gather round him as they plot.

The party gathers as well, but Usiris and Kith launch a surprise attack!  Alistair was prepared and combat commences; a beholder zombie drops from the ceiling and attacks from behind.  Spells were countered, damage was dealt, curses were activated, and the party eliminated most of Alistair's minions.  Alistair was looking rather desperate when Banishment was cast on him ... but he intentionally failed the saving throw.  Before he was whisked away to another plane of existence, he mocked the party by saying, "Fine, I'll let you deal with them ... "

As Alistair disappeared, a huge portal opened in the room.  Out walked Darkfury an a massive purple claw gripped the side of the portal.  A huge purple snout emerged.  The void dragon has come.