Using My Monsters

Monday, 31 August 2009

Last Session Report (yes, I am bad at getting these up)

Beyond lies a small chamber with another door (sealed by a psychic lock). Suspecting a trap, the Vyrleen skilfully leaps across towards the far door.

02:56 – When nothing nasty happens, the Warforged steps in as well – triggering the trap!!!

It turns out that the ceiling around the edge of the chamber is a crusher, activated when two or more individuals step below it. The central area is a safe zone, and the Warforged leaps into this, avoiding the smashing stone.

Llewellyn is not so lucky, and is knocked flat and seriously bloodied by the trap

The Vyrleen crawls into the safe zone, barely avoiding the next slam of the ceiling as it continues to violently hammer up and down.

02:57 – Noting the timing of the slamming roof, Ormid leaps in and scrabbles over the Warforged to get to the ceiling where he has spotted something that could be an access panel.

03:00 – Balancing precariously on the Warforged's shoulders, swaying like a drunkard, the artificer repeatedly crosses the wrong wires and actually speeds the trap up with his fumbled attempts at disarming it!

03:01 – Noting the human's general lack of dexterity, Llewellyn screams at him to get down and let him scramble up. Ormid, irritated at his companions continued lack of faith in his skills (and somehow oblivious to the fact that he is unable to safely disable the trap whilst wildly swaying atop the warriors shoulders) initially refuses, but is forced to step down with a tug from the Warforged.

03:02 – By far the more dexterous of the two, the Vyrleen leaps up and swiftly disables the trap, leaving Ormid flustered and blustering.

03:03 – Determined to show the rest of the group, the Artificer quickly surges forwards and grabs the bulb that puts him in contact with the psychic locks awareness.

Suddenly engaged in a psychic game of asteroids, the artificer quickly works out that in order to open the lock he must actually lose the contest of wills.

03:05 – The doors open wide – but immediately begin to close again!!!!!

The group leap through, all of them cursing as they realise that they are being forced to go on without being given the luxury of ensuring their safety.

The party find themselves in a long corridor, heavily decorated with alien carvings. There is no apparent exit, and a moment after they enter, the wall at the far end begins to slide with terrible inexorable momentum towards them.

Llewellyn, convinced that the parties weight on the floor is triggering the trap leaps on the wall, whilst Brundorson and the Warforged move to try and slow down the walls crushing advance.

The wall presses on, initially pushing the warriors back, and reducing the space in the corridor by about half. At first no one is able to find any way out of the trap. But then Gyllithed notices something hidden amongst the carvings; some kind of mechanism

Ormid attempts to join in with the warriors (with no success), whilst the Vyrleen disables the mechanism.

Oh. Despite the mechanism being clearly disabled,the wall continues to press forwards, though now with less force.

Another control box is spotted just in front of where the wall is. With a grunt the warriors push the wall back a little way, and Llewellyn disables another section of the mechanism....but still the wall advances...

03:07 – The warriors force the wall back with some difficulty, and reveal a third control box. This is disabled, but the wall, significantly weakened, rolls on...

03:08 – A fourth box is revealed as the wall is pushed back, and as it is disabled, the wall stops advancing, rolls back, and slides into the roof, revealing an ironbound door.

03:10 – After another psychic lock is disarmed, the door is opened...

A vast chamber, flanked by three great ironbound, runestruck doors is revealed, its ceiling lost in darkness. A huge iron Statue bearing a massive sword covered in runes stands across from the group, flanked by two intricately carved skulls of lead and flickering green fire.

The group launch an attack on the skulls before they can activate, as Ormid recognises them for what they are; Flameskull guardians, and the statue, and Iron Golem...

Unfortunately, as the guardians activate a trap is triggered, and all the air from the chamber begins to be blasted out!

03:11 – Gyllithed calls upon ancient spirits to hold the Flameskulls and the Iron Golem in place as the group move in. The Flameskulls are quickly taken down but...

...the battle with the Iron Golem is a different matter. The massively potent construct deals horrible damage with its blade and arcane toxins, and it is only thanks to several expert blows from Brundorson (AT FRIKKIN LAST), that the thing is brought down before it can slay the whole group.

With the air rapidly thinning, the group launch into searching the vaults for the missing items (grabbing a couple for themselves in the process).

All the group are weakened by the decompressing chambers fleeting atmosphere, but they are able to find the items they need, and to get back to the portal chamber without passing out.

The portal is activated, but all the group look rather worriedly at the shimmering and unstable nature of the Gate...what is going on?

Realising that death by suffocation is rapidly approaching, the leap through anyway...

As soon as the group enter the portal they realise something is very wrong. Violent unseen energies lash at them, and they will feel themselves being pulled in all directions at once. For a brief instant they materialise on the deck of a ship, somewhere within the docks of the Neogi vessel, amidst a thronging hoard of savage looking men, all geared up for battle and bearing the symbol of a black wolves skull against an eclipsed sun. Several of these men spot the group, and one of them begins to undergo a horrific transformation, his features shifting into that of a hybrid man-wolf with dagger like teeth, long curving claws, and powerful, wiry muscles!

However, before anyone can attack, the group are surrounded by a flickering aura of dimensional disruption, and they vanish, re-appearing somewhere else – a dark place, crawling with horrific energies. It is pitch black, but the group manage to glimpse several colossal somethings , crouched in the darkness, surrounded by a dim purple aura, and connected to vast snaking cables and pipes...

...Another teleportation and the group arrive in their final destination...though it is not the one they were planning on!

The group arrive in a plush chamber, hung about with gossamer veils which are delicately and complexly decorated with raised patterns (Dwaer'Syth tapestries), a number of deep bean bags, and all manner of other soft furnishing. A huge hookah packed with some whitish substance, a large crystalline sphere set in an ornate bronze stand and more cushions fill a circular, stepped depression in the middle of the room. Several large tanks stand free around the sunken area, filled with albino salamanders. Several other jars on stands contain what appear to be living brains. A half-eaten brain lies glistening on a small polished marble table next to one of the beanbags.

As soon as the group enter the chamber they sense a powerful sense of surprise, and a psychic exclamation aimed their way of “what?”. This is Oozulg they realise...

Oh dear - next game is tomorrow!

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