Session 10
As or adventurers move toward the cottage in the woods they hear sounds of people inside. It sounded as if they were breaking things as no conversation was heard. Curious, Lazarus peeks through a window to find not people but, dark, goblin-like creatures raiding the otherwise empty building. Nothing seemed right, this was supposed to be a wizard counsel encampment, what were those creatures? Shocked and confused, the party begins trying to form a plan to approach, not understanding the problem, Wild decides to just knock on the door, surprisingly met by a voice. "Who are you" the voice, though audible by everyone could only understood by Alkinn and Izen as this was their people's language, the two looked at each other, their faces darkening as realization sets in. Without another thought Alkinn, with the help of Wild and Muta, busts down the door, finding a startled Darkling ready to pounce. The Party engages as three more appear. Once the last Darkling falls, eyes wander around the cottage, finding it very damaged with three wizards that died by the darklings' hands. It looked as if the wizards had been trying to protect something. Investigating the scene, our group at first finds nothing worthy of protection. That is until Muta's instincts discovered a hidden switch that led down a set of staircases into a darkness.
After sensing for traps Muta takes lead down the set of stairs. Ruins beheld them, encasing one large room with several different passages and a large door. The door had statues of three people, the leaders of the wizard counsel, on the door, one of which looked to be missing a staff or sword. The party looked through the ruins for the missing piece, running into a variety of monsters, loot, and other goodies as they searched. Turning a corner, Lazarus saw the shadow of a person dashing away as something fired off at him. Someone must've slipped away, protecting whatever the others had stashed down here. A large door was found, protected with a complex spell holding it together that could not be cracked. Short on time, the group searched the ruins some more and found the missing piece of the large door at the beginning.
A large chamber awaited them as they turned the lock, and a voice was heard from the other end of the room. It was scared woman's voice, demanding the party to go away. Intrigued, they did not back down, causing a giant skeleton to raise from the ground. The door behind them started to shut and the whole party retreated back into the beginning room and braced for impact. Lazarus however, had other plans as he dashed down the hall to attempt to open the vault to no avail, it seemed they were faced with death as the skeleton crashed through and began pursuing the party. Alkinn, seeing the woman for what she was, started toward her, noticing that, though she controlled the skeleton, the woman herself was not in control of this magic. Once Alkinn was close enough the woman began to beg for mercy. Waves of chaotic magic emitted from the young caster, hurting, not only Alkinn, but herself as well in panic. The giant skeleton was finally taken down by the rest of the party, but Alkinn was having trouble calming the woman down, after much coaxing the woman woke up from her panic and shakily Introduced herself.
The group learned that the young caster's name was Triandra. She explained that shortly before the party arrived the outpost was attacked by an unknown force, her colleges ordering her to protect the ruins of the cottage. She had thought that the party were part of the intruders, killing everyone there. Our adventurers explained that they were there for something but, had no deadly intent, being told this area had been abandoned. Though she was no longer a threat to the group, Triandra was frightened by the thought of getting caught by the wizard counsel, previously being told that they would do bad things to her if she failed to protect what they had been trying to conceal. Wanting to complete what they had come here for; the party asks Triandra to release the spell on the vault door. After more convincing, she agrees under the condition that she travels with the party.
A large chamber awaited them as they turned the lock, and a voice was heard from the other end of the room. It was scared woman's voice, demanding the party to go away. Intrigued, they did not back down, causing a giant skeleton to raise from the ground. The door behind them started to shut and the whole party retreated back into the beginning room and braced for impact. Lazarus however, had other plans as he dashed down the hall to attempt to open the vault to no avail, it seemed they were faced with death as the skeleton crashed through and began pursuing the party. Alkinn, seeing the woman for what she was, started toward her, noticing that, though she controlled the skeleton, the woman herself was not in control of this magic. Once Alkinn was close enough the woman began to beg for mercy. Waves of chaotic magic emitted from the young caster, hurting, not only Alkinn, but herself as well in panic. The giant skeleton was finally taken down by the rest of the party, but Alkinn was having trouble calming the woman down, after much coaxing the woman woke up from her panic and shakily Introduced herself.
The group learned that the young caster's name was Triandra. She explained that shortly before the party arrived the outpost was attacked by an unknown force, her colleges ordering her to protect the ruins of the cottage. She had thought that the party were part of the intruders, killing everyone there. Our adventurers explained that they were there for something but, had no deadly intent, being told this area had been abandoned. Though she was no longer a threat to the group, Triandra was frightened by the thought of getting caught by the wizard counsel, previously being told that they would do bad things to her if she failed to protect what they had been trying to conceal. Wanting to complete what they had come here for; the party asks Triandra to release the spell on the vault door. After more convincing, she agrees under the condition that she travels with the party.
Comments