The Restenford Journals #19 ( 26 AUG 2024)
We started we left off previously in our Restenford Journals in Restenford. The new Retainers are equipped and furnished with a riding horse and Eldrin gathers funds from Davon and Tushuab to return to the ruins atop Bone Hill. The wagon is laden with supplies and everyone backpacks as well as the extra weapons seized from the Hall beneath to Wraith Lord's Tower. I recalculate for encumbered Wagon and note it will take three days, there is an objection but honestly I should have had their overland movement counted as encumbered as well counting armor and supplies. They camp in the glade at the foot of the Guardian Peak, then rest in the Reddy Woods in sight of Bone Hill but distant from the Dead Wood and then travel up on the third day to park the wagon outside of Telvar's Tower, unloading the supplies and weapons then resting for the evening. There are no Wandering Monsters on their way to the ruins but the do hear the howling of Wolves nearby on their second night of camping.
The place is forlorn and I make some off screen loyalty checks. They opt to head straight to the Tower of the Wraith Lord and then descend. They find the armor set aside still there and then set up shifts working on the rubble to make an opening wide enough to squeeze through one at a time in armor. I add atmosphere by stating they can see their breathe as it is chilled and this section of ruin is a constant 41 degrees (Fahrenheit Y'all, we are Americans ;) ) Checking the door at the end of corridor for traps they have Locinda force it open, the burly half-orc shoves it open easily and beyond they find a large curtain depicting a figure with outstretched palm up hand wearing a crown which is launching lightning and striking down enemies. Empty weapons racks and over turned tables and chairs are about the room as well, short flight of stairs to the south and a stout locked door to the north. A quick search and retainers assigned to open the curtain which reveals a longer hall ending in a door. They pick the lock and decide to try the northern option forcing it open. They fail three times in trying to open but third time is a charm right ?
The room discovered is a barracks of a sort, empty weapon racks and scorched marks everywhere. A variety of skeletons on the floor which Draven approaches with Holy Symbol of Ygg presented but they do not stir. Rent armor and broken weapons lay rusting in the dust. The other door appears locked as well so they pick it and attempt to force it open as well. They fail Open Doors 3 times again. There is no chance of Surprise, and the inhabitants are in wait. Draven the Cleric is the successful Open Door check so as they are Surprised he is grabbed by several claws and pulled into the room as a trio of ghouls rush into the room. Several characters are hit and a few retainers fall paralyzed. This encounter looks like it might go badly for the PCs as their declared actions are interrupted by the Ghouls falling back before Tushuab and Martin rush forward to rescue Draven one of them slams the door shut separating the party members, ghouls are intelligent and the one yelling loudest is in tattered robes.
This is really starting to irritate the players as they cannot flee without yielding paralyzed retainers to be the feast of the undead. Tushuab battles a trio of ghouls alone as the remaining party members and retainers fell the others and are forced to try and Open Doors again meeting with bad rolls. Tushuab becomes paralyzed as they finally gain access tot he room. The next round is a series of minor spellcasting, focused fire and the ghouls are vanquished. There is a heavy sigh of relief and they acknowledge this encounter would have been disastrous without the additional retainers recently recruited. Gathering up the treasure on the ghouls some items are divided, I inform the Magic-User characters that the Darts found on one of the ghouls would be usable by that lass. Slightly better range than a dagger for a hurled item as well. They wait out the paralysis and after an hour the party is ready to attempt to move forward again. There was no Wandering Monster Checks as they locked themselves in this room using their thief skills. The next door is inspected then picked then forced open.
The room beyond is another barracks but more comfortably furnished. A set of bookshelves appear partially burned as if some sort of energy raked across it ages ago destroying the books. A stronger looking door appears to be locked to the norths and eldritch sigils decorate the handle. Inspection finds it resembles the interior doors beyond the crystal pedestal room and would require a special key or magic to overcome. A spell book is discovered partially burned but still readable. They are unable to go forward so fall back with Davon vowing to return with Knock memorized.
Returning to the common area they insect the stairs and discover an abandoned eating hall, kitchen and larder which ahs spoiled over the ages. Nothing but dank moldy barrels remaining. Advancing down the available hall the find four separate halls, an image of a chess piece with either a black of white background. Tushuab and Vaalyun who now sports the "M" sigil purple shield found earlier step through and are immediately separated from the party by a blue field which sound does not pas through. Testing the upper corridor another pair of characters are separated from the party. Eventually they all are divided up in the halls and go to the far end. Several members have to light torches of lanterns being separated from the magically enchanted staff of Davon.
They go West and come to the edge of a black and white checkered floor. Across the chambers a tall statue of a powerful built Half Elfin warrior stands with an outstretched hand, palm forward. In his other hand a crystal tipped torch. It glows white then goes black then goes white again with the time between changing roughly an in game round. Eventually the PCs advance on the color of the background of the plaques above the halls and as the figures depicted. They all eventually make it across the room. This was worked out slowly and took a bit of time but the summary is brief, they figured out the trap almost instantly. Beyond a short hall leads to a Chess Room and they collect up the decorative chess sets about the rooms before going forward.
After traversing some long corridors they enter another Crystal Pedestal room. It is identical to the Purple Ape Room and they immediately pause. Decide to call it an evening and fall back to Telvar's Tower to rest and recover. They decide to use a Fireball to clear out the Stirges that lair underneath the third level of the Ruined North West Tower next session and possibly explore those ruins. It has been a good session but the treasure is light but they are being more cautious. The magically locked door prevented them in their opinion from getting more Treasure but have decided upon a more methodical approach to the ruins.
I'll be running this again next Monday so another Recap will be forthcoming then ...
Game Well , Game Often Y'all
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