GM: Slinger
Players: Page
Synopsis:
This is a continuation of the previous astral quest, where Page
had just stepped into the dungeon with the rest of the group. It
begins with him trapped in a chamber, until he joins the rest of the
group and assists them in avoiding traps, and slaying monsters of
the dungeon on the way to finding some of the treasures within.
Date: Jan 24 2070
This was run tabletop. What is listed here is a written summary. You can find the audio at:
http://aelfhame.net/~jharvre/audio
Times are listed next to each item to mark its location in the audio file.
(0:00) Travel to the Metaplanes
Page does appropriate preparations, the next day after his previous quest.
He instructs Ourrez to mind the store while he is out — then projects into
the metaplanes.
(0:51) The Dweller
Page appears in a 10x10 stone room, with no one present. No entrances or
exits are immediately visible.
(4:55) There is an inscription on the wall.
This chamber features no escape
Unless your heart be pure.
The path to depart from this tomb
Is loneliness's cure.
(6:20) Willpower + AP:5 vs TN 2. 10 successes.
Page solves the riddle by meditating, which is Page's way of handling
loneliness.
(11:20) Place of Knowledge
Page arrives up to join the remainder of the group: Cryssan, Robyn, Thaddeus
and Piotr. The group continues onward together, with Cryssan checking for
traps.
(9:30) The walls gradually become less craggy, less featureless, as the
tunnel becomes more natural. Around a bend in the tunnel, Cryssan is
carefully checking the tunnel for any traps. Page sees well in the
darkness, thanks to his dark elf heritage.
(11:45) Page rolls Metallurgy + AP:5 versus TN 4 (defaulting).
Using 1 KP, 10 successes.
Page discovers what appears to be a secret door. The streaks of ore in the
wall do not quite match up, and that was a big clue. It is either a trap or a
secret door - or both.
Careful examination reveals a set of symbols, in Chinese. The symbols for
Danger and Opportunity — meaning Crisis.
Beneath it, the symbols for Health and Longevity, above a small funnel area
beneath it where some liquid could be poured.
Page attempts to dribble in some of the bad wine we found on the horse.
Suddenly, an earth elemental is summoned — giving Page the opportunity to
banish the spirit.
(18:35) Place of Spirits
A section of the wall detaches, looking angry, and starts toward Page. "A
Golem!" calls out Piotr. Thaddeus attacks the thing, with no effect.
It falls to Page to attempt to banish the thing.
(20:05) Conjuring + AP: 5 versus TN 2. 8 successes.
The Earth elemental is banished!
Thaddeus, who was injured in the fight, reaches for a healing potion — and
that gives Page the idea to try a few drops of that into the funnel.
The door slides aside, and permits the adventurers entrance into the
passageway beyond. The passageway slopes upward, then downward, then back
upward again.
Cryssan and Page proceed further into the tunnel, and are partway up the
slope on the opposite. Cryssan manages to trigger a trap — which causes
water to cascade into the tunnel, cutting off retreat.
A pair of giant lobster-looking creatures emerge from the water, and charge
hungrily at the two adventures.
(30:55) Place of Battle
Initiative:
Cryssan: 9
Page: 5
Lobsters: 4
L2 takes L from Cryssan.
Page rolled Edged Weapons + CP:4 + AP: 5, TN 4.
1 KP spent on reroll.
12 successes.
L1 rolls 4 successes.
3 points of armor on lobsters. +1L, Str 3. Becomes
L1 takes L.
L2 attacks Cryssan, gets 1 success.
Cryssan's counter: 3 successes.
L2 takes another M.
L1 rolls no successes on Page.
Page gets 2 successes.
Same inits, new round.
Cryssan gets 5 succs.
L2 gets no successes.
L2 takes another M on damage total S.
Page attacks L1, edged 4 + cp:4 + ap:5, 1 KP reroll
8 succs
L1 rolls 1 success.
L1 resists 1D damage, takes another L.
L2 on Cryssan 1 succ
Cryssan gets 3 succs.
L2 takes another L.
L1 gets 1 succ on Page.
Page gets 3 succs on L1.
L1 takes no damage.
Top of the round, same init.
Cryssan on L2, 4 succs
L2 on Cryssan, 2 succs
L2 takes another L, 8 total.
Page on L1, Edged + cp:4 + ap:5/4, 7 succs.
L1 gets 3 succs.
L1 takes another L, 3 total.
L2 on Cryssan, gets 0 succs.
Cryssan gets 4 succs.
L2 takes S, goes down.
FIMM applies to both. TN 7 for L1, TN 3 for Page.
0 successes from L1.
3 successes from Page
L1 resists.
New round.
Cryssan on L1, 4 successes.
l1 on Cryssan, 1 success.
L1 takes L, total 4.
Page rolls Edged + cp:4 + ap:5/3.
11 succs.
L1 rolls 0 succs.
L1 resists 6D damage. -3 armor, 3D damage.
L1 takes another M, 7 total.
L1 attacks Page, gets 0 succs.
Page gets 4 succs.
4S becomes 1S after armor.
L1 takes M and dies.
(55:30) Place of Fear
(57:55) Willpower + AP:5 versus TN 2, 10 successes.
With the defeat of the lobster-creatures, Page is able to swim downward into
the water.
(58:25) Place of Destiny
Page encounters a new rock outcropping, and encounters symbols for Danger
and opportunity, each on individual stones. One of them (danger) seems to
be pressed. Page presses Opportunity.
The water drains from the tunnel, suddenly, and Page has to fight to resist
being dragged with it.
(59:45) Athletics + AP:5 vs TN 2, 5 successes.
KP: 2, 2 successes, total of 7.
Page fights the current successfully, and finds a door with strange markings
on it.
(62:50) Citadel
(65:00) Intelligence + AP:5 vs TN 2, 11 successes.
Page is able to translate the markings, and gain entrance to the room.
Within the room, the group finds a sword, a book, a pendant, a ring, and a
cuirass. The book is the book of exotic languages.
Page has to persuade the others to let him have the book — by claiming that
it is blank, as he flips through the pages and absorbs the magic within,
gaining the insight he needs into the Translate spell.
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