Mattsters of the Mattiverse Session 4

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11 and 1/3 days until the auction

  • The doors that were previously opened are now barricaded
  • The party goes North from the branch--there are goblins (4 of them)
  • They take surprisingly long to dispatch
  • The next room is a small storage room. There's nothing interesting there (putrid jerky and rancid ale), except five pints of oil. The party rolls it back into the previous room to keep it from exploding at an inopportune moment
  • The next room is rather large, with columns supporting the ceiling
    • The room is hazy from acrid torch smoke (-1 to most actions)
  • They take the first door on the North
    • Mad splits and tries to enter the other way, but he falls into a pit
    • Erky hears it, the party helps him out. They find nothing else in the pit (not that they looked particularly hard)

The room northward

  • Some shitty taxidermy (cows, dire rats, whatever), and more notably, a chain spiked to the ground
    • The chain, and several other things, are corroded
  • There's something scurrying around!
    • Everyone stumbles around trying to catch sight of it
    • They faill--it reveals itself with a line of acid breath!
    • It's Calcryx, a tiny black wyrmling (!!!)
    • In addition to acid breath [supposed to be every 1d4 rounds, according to the "Breath Weapon (Su)" entry here, but that was super-buried so it got missed], it has a bite and two claws
    • Apt stuns it with piercing scream. Russ uses the opportunity to grapple the beast, and succeeds admirably
    • Gokar ties it up with his reinforced scarf. The dragon immediately corrodes it to pieces
    • Meepo screams that it should be subdued
    • Edi closes the door to prevent escape when everyone is in
    • Various damage is done. Russ consolidates the grapple into a pin
    • Mad muzzles the wyrmling with string, nullifying its bite and breath
    • The battle after this point is fairly straightforward. The dragon eventually escapes the grapple, but is too wounded to really bounce back, and it is knocked unconscious.

Back to Yusdrayl

  • The Queen of the Dragons is quite please. She offers a prize--any two things on the alter before her, or the key behind her
    • Those items: Two arcane scrolls, one divine, one token shaped like a tree.
    • After some convincing, Yusdrayl offers the key, and will also sell any of her treasures for 50 gp
    • The party takes the key
    • Apt trades the jade figurine and 20 gp for the token

Locked Door (the first)

  • The key doesn't work
    • Apt gets us in, though
  • There's a big keg. Pipes go from it into the floor
  • Bunghole at the top -- Mad tries, fails ("My hands were wet"), Russ succeeds
  • Water Mephit inside! ("Bet you feel like a bunghole--5 XP Mattie"). Russ recognizes it
    • The party gets off some damage quickly
    • Its first action is to case stinking cloud, which affects everyone but Edi.
    • They vacate
    • Russ overcomes it relatively quickly, heads back in (makes his saves), tosses things at it.
    • The mephit is fast healing in the water, so after not doing enough damage to be worthwhile, Russ retreats
    • The rest of the party recovers and arranges itself
    • The cloud disperses and the mephit comes out of hiding. The party surrounds it and makes its life very sad, very quickly.
    • Gokar gets an achievement for maxing a crit! He squishes the SHIT out of that mephit (25 damage, reduced to 20!)

Tour of the Kobolds' Domain!

  • The party decides to rest up. They're friendly with the Kobolds, and are given a tour
    • A room with bodies and things, presumeably rubbish
    • A room with rugs woven of nasty stuff, some kind of sleeping chamber
    • A room has goblin prisoners (the party doesn't see it, they're just told)
    • A larder (mostly disgusting)
    • Attached to larder, access to the underground
    • Another bedroom
    • A large living area, where all the non-fighting Kobolds do what they do, and where most of the Kobolds sleep from time to time

10 and 2/3 days until the auction

Door off the entryway

  • Ambushed by 2 dire rats!
    • They are taken care of quickly
  • Door with a Dragon-kinda shape. The key opens it
    • Orbs inside, all but one are cracked
    • Gokar approaches the uncracked one. It begins to play a haunting melody
    • Erky and Russ are possessed and begin walking back the way they came
    • Mad gets in the way at the entrance to the main foyer, Russ starts beating the shit out of him. Apt gets the same from Erky
    • A couple of lucky hits from Russ put Mad in trouble for a round, then Mad is healed with channel subdues Russ quickly
    • Erky and Russ come out at the same time (but Russ is unconscious)
  • Solve the room by having Edi keep going in and just closing the door on him. Eventually, Edi succeeds his save, and muffles the orb

Trapped corridor!

  • Apt sees a trap before it's stepped on. Unfortunately, his disable device roll is completely awful
    • It's an arrow trap. If they were poisoned, they aren't any more after ~1400 years of disuse
  • Only Edi is hit


Dragon Statue

  • In the next room, a statue here is by itself. It speaks a riddle (in Ubrekti):

We come at night without being fetched
We disappear by day without being stolen

  • Mad says a couple of things ("stars", "dragons"), the door opens (later analysis shows "stars" is the word)
  • The door closes itself sixty seconds later. There are still people in the statue room to re-open it, so this is a non-issue
    • Russ spikes the door open. Erky hangs back just to be sure

A pit, and a quasit

  • In the next room, several marble statues North, a pit West
  • In the wall on the south, there is a secret door. It hides a small room an unreadable inscription (nobody knows the language)
  • Mad jumps the pit, and is immediately bullrushed into it by a thing (bat-winged, spindly)
  • He climbs back up, sees it for real (it’s a Quasit, but nobody knowsit thanks to terrible rolls)
    • Mad hulks out
  • The Quasit uses its cause fear ability, Russ is the only one affected (for one turn), he runs right back into the trap room and gets hit for full damage
    • The Quasit uses invis to get behind edi, poisons him with attacks (it's a Dexterity poison)
  • Apt begins attacking, is able to use a Judgement to ignore Quasit’s DR
  • Mad jumps back across, starts beating
  • Russ gets hit a couple more times with arrows as he comes back to and starts his return
  • Erky maintains his position on the other side of the secret door. He does absolutely nothing for this fight (which is fine) (He declines his XP share)
  • The Quasit is eventually surrounded. Russ does some small damage and tanks a bunch of poison (shrugging it all off) as a result. Apt does some medium damage, Mad (as usual) does the majority.
  • After defeating it, the party rests in the area.
    • Edi still has 5 dexterity damage, but all party members are free of disease and ability damage after the rest + heal check.

Mattsters Quasit Battle.png

Rewards

  • 4 goblins
    • 13 gp (split, 1 remainder)
    • 110 xp
  • Calcryx's hoard
    • Dragon-shaped jade figurine (20 gp)
    • Goblet (5 gp)
    • 24 pieces of fine silverware (1gp each)
    • scroll case made of bone, there is a scroll inside with an inscription in dwarven
    • 175xp (Bartley gets an extra +10% for muzzling, 18 xp)
  • Water Mephit
    • 5 sapphires
    • 160 xp
  • 2 dire rats
    • 50 xp (25/25 Apt/Marrwyn)
  • Quasit
    • 50 xp (25/50 Apt/Marrwyn)
  • Achievements to Bartley: Clean Up on Aisle 3 (10 xp), With Friends Like These (35xp)