Session 68: Improved lockpicking and cowardly mages
General Summary
Well, we need to get through this locked door for the next part of the Temples. Since picking it doesn’t work, I get my “universal lockpick” out and just smash them off the hinges. Not as quiet, but we’re not really a quiet group to begin with. In here, we fight a Flesh Golem, a mage and a magic hand like Janey’s used before. The hand disappears shortly after Voron traps the mage in a fiery wall. Leaving just the Golem for us to take out. Which is a piece of cake for us. Seriously, we’ve gotten pretty dang strong by now. Aaldryn was way back, and he puts the mage to sleep when he tries to run away. So, we tie him up, get a bit of info, then put him back to sleep and plop him down with the other prisoner we got secured by the paralyzing wood. We break the Halfling out of the shrine and put him there as well. Went pretty well, barring a few hits. Since we need to go through the Ooze room again, I take a minute to heal up everybody with a new spell, so we’re a bit more ready to take on whatever comes next. Which is a bloodred room with 2 Dread Warriors and 2 mages. The Dread Warriors aren’t even a problem, one of the mages gets blown up along the Dread guys, and the last mage tries some magic on me and then runs away like a coward. Voron was ready for him and the guy dies in moonflame. At least we get some papers off this one. After we smash this shrine and secure the Human that was on there, all that’s left is 2 more rooms. Curious what’ll happen once we disrupt all the shrines. Time to get cracking on that before we figure out what to do with the last people we freed and will free. I can’t imagine these last 2 rooms giving us much trouble, honestly.
Rewards Granted
106670 xp total