Session 49: Feet of Clay

General Summary

As we get ready to move on and face the Flesh Golems that Christopher’s made, we ask him if there’s more of those floor traps around here. He says there’s not, so that’s helpful. And he was telling the truth, as far as we’ve found.   The big room with the golems has art of nobles and people bowing to them along the walls, a bunch of pillars, 2 golems, and 2 walking armor things. Great, more of these jerks. Duldar and myself go ahead to see if it’s safe to go through this place, but one of the pillars zaps Duldar as he gets close to it. Which causes the golems and armors to take note of us and start moving. Guess it’s a fight!   Between all of us, the first golem goes down without too much of a fight, and I get started on the armor guy that toddled over. I’m pushed into the pillar and zapped a bit, which the armors try to do when they notice that they can’t hit me to do any damage. Duldar comes in and kills the other golem, leaving just these 2 armors. But with Skrik’s shots being on point as always, those armors are ended as well. Into the hole they go, because that’s a LOT of money we’d be leaving out if we didn’t bring ‘em along.   We stay away from the pillars as we head to the next room. As expected from the map, it’s got a Clay Golem in it, along with a wizard that gets real defensive about not wanting us to go through this room. Seriously, I don’t get this guy’s problem, activating that Golem for no reason. And then he just casts a spell on us that makes Skrik and Duldar really slow, and he hides in the ditch with clay! That’s it, this guy is clearly up to something sinister. That spell of his stops after Voron makes the ground erupt again, which is good.   I didn’t see too much of the fight with the Golem, since I was trying to get this guy to stop. In the end, the Golem is killed and Skrik takes out the mage not too long after. Janey collects this guy’s spellbook, which apparently has a bunch of spells she didn’t have yet, so she’s happy as a clam.   We also have a chat with Gorvan Ironheart. A very wise Dwarf that stayed out of the fight. Probably because he was taken captive and kept here to make these Clay Golems. Well, that’s just rude. So, we get him to the Gatehouse so he can go home. Where his wife can nag at him for being gone for however long it’s been.   After that business, we decide to explore the other room. Between Chris’ place and the Clay Golem room. Long story short: It’s a room with VERY bright pillars, and a Clay Golem hiding in that bright light. It was doable thanks to Janey using some darkness magic to make some of the pillars’ light not an issue. Though Duldar got hurt pretty badly, so Janey got him out of that bad spot and hid in the darkness. While I go give our new clay ‘friend’ a big hug so we can kill him. In the end, Janey uses fire to make it harden so it can’t move very well, and my crushing force means the now hardened clay can’t resist anymore, and the thing is turned to rubble. Well, that was certainly something.   Once we get through the rest of this room with the blinding light, as Skrik, Voron, and Duldar found out was literally true, we figure we’ll have a quick rest by the contact stone in the Clay Golem room to attune our Glyph Keys to this new area. And let Duldar gather his wits some so we can keep going, instead of having to go back to the caravan for half a day before… Wait, weren’t they gonna head to a town to sell stuff and resupply? I do hope they’ll be safe.

Rewards Granted

64075 xp total

Campaign
The traveling gourmands
Protagonists

Janey Kyrakir

Report Date
16 May 2021

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