Hole in the Oak Session 2/Part 2 - What Lies Underneath exploring hole in the oak Report
Rewards Granted
FAUNS LAIR
- Potion of Invisibility
- magical food componenets (worth 202 magic capital)
- value of mundane items (192 worth of goods capital - don't record - too much to haul until dungeon cleared)
- 487 gold pieces
- Saphire Ring (400 gold)
- Grimoire with following scrolls (Charm person, Detect evil and Phantasmal force)
- book with info on Peter Pan and Neverland (including a map)
- poisoned food was concocted by PCs (save: DC 10 - for 1 round - victim is nauseated)
LOST & FOUND
- Character found a high value leather glove (right hand only) at the dungeon entrance which they bartered to the the Root Faces (area #4)
- They also found what appears to be a boot which is part of a set to the glove above - hidden among the statues in area #22)
- characters found a spray bottle labelled "reptile repellant" (10 charges - creatures with "scaly kind" sub-type must save (FORT DC 15) or be stunned for 1 round; range = 5 ft.)
Missions/Quests Completed
- THE GRASPING VINES (Area #3)
- This earthen hall is cover with vines/roots which animate to try and snatch items
- Vanguard nearly lost his sword twice to the fell plants
ROOT FACES (Area #4)
- the hall continues as #3 but the roots here warp into the shapes of myriad faces
- they all speak in union asking for tribute to partake of their knowledge
- the players sacrifice the leather glove found in the entryway to the dungeon (I finely crafted item)
- the faces reveal the pressence of a horned Ogre in the centre of the underground complex
- they say the giant has a treasure that the beast is not aware of
TRAPPED ARCHWAYS (Areas #21 and #26)
- characters discover traps on 2 decorative archways located in the dungeon
- Area #21 is swing blade trap which the characters bypassed without setting off
- Area#26 arch is of decorative vines which animate to constrict those passing through
- huge chamber with statues of anthromorphic snake-men warriors
- the two doors in the middle on the western side were locked - but have been successfully picked
- room used as rest area for the party (take away 1 supply)
- NEW DEVELOPMENT - as the PCs retreat from the Rooted Gnomes they notice now the weapons in the statues hands are glowing with a a magical light
ROOM OF LEVERS (area #24)
- room with a metal floor and a giant boulder resting against east wall
- on the south end of the room embedded in the wall are 6 levers
- brass plaque on the entry door reads in common "authorized personnel only"
- Lever #1 - releases the boulder in the room which pinballs through its entirety before resting against the wall again
- Lever #2 - function unknown - seems to activate a magical effect
- Lever #3 - function unknown - seems to activate a magical effect
- Lever #4 - function unknown - seems to activate a magical effect
- Lever #5 - sounds of a great gear system is hear - heads off to the South East
- Lever #6 - swap bodies with someone within 60 ft.
FISH MONGER ROOM (area #55)
- to the north of this room is the sound of rushing water
- a dozen pails of water and baskets full of fish are thoughtfully stored in the room
THE SAND LOT (area #36)
- This room contains mounds of sand 4-6 feet high
- protruding out of a few of the mounds are skeletal remains
- the door leading to area #38 is sliding metal and can only be open from 38's side
Character(s) interacted with
THE GOAT HEADED FAUNS (areas #5-9) Home to humanoid goat fey known as Fauns.
- characters come across what is obviously a living area
- includes storage areas, a library, dining area, kitchen and bedroom
- in the dining area they ring a service bell - to be soon greeted by Ramius the Faun (see below)
- he invites the PCs to dinner a feast which has several mains (each which raise one attribute by 4 but decreases another by 2 - lasts till long rest)
- at the conclusion of dinner the Faun reveals his plans to deliver PCs to the Gnomes and subdues them via sleep spell
- the players awake tied to chair which they free themselves from
- they quickly take out Ramius and his one wife Shorny
- Ewely was sent to fetch the gnomes and is absent
- the party arranges the dead bodies to appear as a murder suicide
- male faun who lords over his 2 wives (see below) who he refers as his "flock"
- wears fancy tweed jacket and short trouser
- extremely well mannered for such a bestial appearing creature
- Docile female faun
- has nubbed horns and wears a polka-dot dress accented by a having a polka-dot bow on her head
- wants out of the "flock" but too scared to go against Ramius
- nubbed horns and wears a black lace dressed
- extremely suspicious especially of Ewely who she sees as competition
THE DUELING SPIRITS (area #38)
- PCs common across a ghostly battle of a knight vs a giant lizard trying to protect her eggs
- the battle seems to repeat itself like a film on a loop
- when players try to circumvent it the fighters always interjects themselves
- the party then joins the ghostly battle with different players taking different sides (due to miscommunication)
- the ghostly knight begs PCs for help of taking out the "devil beasts)
- Vanguard sensing neither is evil convinces his comrades to side with the lizard
- with the help of the PC the lizard is able to vanquish the knight
- as thanks heals the characters with lick of its tongue
- as the players leave they can see the ectoplasm of the defeated knight reforming
- the door leading out of the fish monger room (area #55) the characters encounter 3 Root Haired Gnome standing guard
- unfortunately the PCs attempts to unsuccessfully unlock anaother are arouse the gnome suspicians
- another 2 gnomes come to investigate
- Outnumbered the party decided to try and flee (Meremire knocked down and bleeding out in the process)
- The party manages to flee pass the scythe blade trap (area #21) in hopes of using it against their persuers
- As the characters make their final stand vs the root haired gnomes the faun know as Ewely shows up to the south
- she had come acrossed the "staged" murder suicide site of her husband and competing concubine
- falling for her hook line and sinker she thanks the party for getting her out of a toxic relationship and offers to help
- among her help is letting them know they can animate the skulls found in her husband treasure chest (which they activate 2 of the 4)