Session 10 - 4/17/2020
General Summary
Huren (the 9th month) 20, 1610 (continued) - Exploring the ruins of Telmyr - 11am
The Tower
The PCs select a tall, defensive tower on the edge of town to investigate first. It is overgrown with ivy and vines and as they enter they are attacked by the vines. The vines are destroyed. Inside they find the skeletal remains of Kelmonites (extra ribs longer neck vertebra and and extra vertebra in the spine). The also find a pile of rusted metal debris that formed something in the past... it looks to have been engineered by a skilled craftsman as there is evidence of screws, nuts bolts, etc. The ample arrow slits, a rusty old sword, the remains of weapon racks and cots/bunks seem to confirm this was a guard tower. The PCs also identify this a s good place to rest/recover in the future. The find stairs going down and up. They go up first The PCs move up to the second level. There is a hole in the wall, they find more Kelmonite remains and more metal remains. Teddy investigates the remains and discovers puncture holes and long faded/dried blood stains on what remains of the garments and rusted metal "darts" (flechettes) under the torso. On the third floor (the domed tower) they discover a partly collapsed ceiling, an alarm bell, and a glowing glass/crystal orb... its warm to the touch and blue light flickers like several torches. Wyd picks it up - its 4-5 lbs and puts it in his bag. The party descends and the orb flairs, and burns a hole in Wyd's shoulder bag. An arc of blue light transfers from the orb to the pile of metal debris which is very quickly restored and transformed into a shiny brand new version of what was there before. The thing that appeared Shadow leaps into action and shoots his crossbow at it. Wyd, Teddy, Sigmund and the others are hesitant to jump into combat with it. The construct begins to hover and moves away from contact... at range it targets Shadow with its flechettes for multiple rounds. The PCs attempt to engage it while it seems to be trying to exit the structure. It is destroyed as it exits the tower and it falls to the ground floor with a crash. As the PCs discuss what to do... they decide the orb (which is cool now and no longer glowing should be left in the tower) so Wyd sets it down. Shadow and Sigmund notice from the window four of the "mutated" creatures have returned and are investigating the good-berry bush Sigmund created on the road earlier. The lowest dungeon level is investigated (its small and consists of a store room and some cells - nothing more). Outside Egon separates the parts of the construct into two piles (hoping that will hinder any future reformation).Another attempt to communicate with the "beastmen"
Sigmund makes a second attempt at communicating with the bestmen (one runs off in a panic) leaving "nervous-hedgehog", "gazelle man with cloven and regular leg" and the familiar two-headed "leader" (dog-like head and gazelle/dear head). Egon sits down to try and ritual cast magic to aid in communication. Using food and patience Sigmund is able to get very close to the creatures... they eat like animals and happily dig through his backpack that he offers them. They also eat some of the chalk he offers them after drawing symbols on the wall for the creatures (who seemed to pay no interest or have no recognition of what he was attempting). The creatures gesture to the remains of the construct. They move there and with mouth and arm-loads of Sigmund's rations. The pick through the piles of debris and scavenge a few pieces. After testing their haft and strength.... they seem satisfied. The "beastmen" then move away from the party back the way they came. Egon finishes his ritual casting, but the creatures have moved on.To the Shrine/temple/school (with a mimic) - noon
The PCs probe deeper into the city. They eye a walled compound with a fancier structure within and a two story structure with a belfry on top - which they head to. Looking in the windows the determine it looks like a school/church/assembly type building. It is built with greater care and integrity than the common homes/shops which are dilapidated, roof-less and ransacked). This structure seems to have some of the same "spiritual" symbols found in Hanith's spiritual journal and on a vase they'd recovered that had spiritual texts on it. As they move along the buildings exterior they find a set of double doors. Sigmund steps on the front step and triggers an encounter with a mimic (it was the step). The mimic manages to drop Wyd with a nasty bite, before it is slain. As the party discussed plans, something from an open window on the second floor is mimicking some of their louder phrases. Having sustained accumulated nicks, cuts and injuries, and low on spells and wild-shapes... the PCs decide to fall back, take a short rest and regroup. The return to the tower for a Short Rest.
Players present
John
Terrence
Brett (till 11pm)
Owen
Jay
John
Terrence
Brett (till 11pm)
Owen
Jay
Report Date
18 Apr 2020
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