Saturday, February 6, 2021

Daggerford: When Water Attacks

Game Date: 2/6/2021

LocationRoll20
Campaign: Daggerford, Session 11

SystemD&D 5e
DM: Rusty

The Party:
Azul (Cliff) Dragonborn Fighter
Khemed (Mike) Half-Elf Wizard
Neven (Steve) Elf Monk
Sylvester (Steven) Drow Warlock/Doctor
Vanya (Matt) Half-Elf Bard

The Session:
We started with a well-earned long rest, in the room with all the pools.  There were six pools, each full of a different kind of liquid.  One was full of bubbling water, with an iron-handled chest in the bottom.  

Neven and Azul pulled the chest from the pool, but it was followed by a water elemental.  Khemed used an enlarge spell on Neven, for some fun kaiju action.  Azul attempted to calm the elemental by tossing the chest back in the water.  No such luck - it kept fighting and swallowed Azul.  Neven used an attack that teleported the elemental back into the pool.  

Khemed went down after a couple of rounds, which broke his concentration, ending Neven's enlargement.  We found that our best attacks were psychic, which Neven used to finish him off.  We rushed to heal Khemed, while Azul retrieved the chest once again.  The chest contained a suit of leather armor and a wineskin.

Then we went to the medusa we'd petrified last session.  We chiseled out her longbow, and cut off her head.  We returned to the room with the de-medusa machine, and used it to return the bow to normal.  The gas started to fill the room again, turning the medusa head back to normal, and turning Sylvester to stone.  We debated for several minutes the right way to go into the room and return Sylvester to normal.  Neven finally went in, covered up the medusa head, and pulled the lever that fixed Sylvester.  

While we were there, we asked the sphinx for the location of the elemental keys.  The spinx asked gave us a couple of names and told us that all four keys could be found under Illefarn (roll credits).  We also asked what the agreement was between Nadir and the black dragon in the Lizard Marsh.  The sphinx told us that there was no agreement, and that Nadir just took advantage of a situation.  

We went back to the room where the medusa and flesh golem had originated.  There was something interesting in each corner - a painted plaster statue of a knight in platemail, a four foot tall cast iron sculpture of a xorn, an alabaster urn, and a silver lined casket containing a corpse.  

We knocked around the room a bit and found an iron key.  The the xorn statue contained a keyhole, which we opened.  Inside the statue were several treasures - a platinum brooch shaped like the sun (worth 50 gp), a jade chalice (150 gp), and a gold crown with spires of crystal (500 gp), all resting on a bed of about 600 electrum pieces.

The room to the North contained a red mist, and Sylvester stepped through it.  The back wall held some runestones, like buttons.  Sylvester pushed the water rune, and teleported elsewhere.  He wound up in a room we'd seen earlier.  He pressed the fire rune and returned to us.  We all stepped into the room and pressed the air rune button, which sent us to a room next to a statue of a red dragon.

The statue was obviously rigged to breathe fire.  Sylvester and Neven worked to deactivate the fire function.  There was an urn in another alcove, which Sylvester investigated.  The urn was carved with images of horses and stags.  He opened the lid, which set off an alarm.  Two flesh golems teleported into the teleportation room, trapping Azul, Khemed and Vanya between them.  Not good.

They didn't take damage from nonmagical weapons, so we had to emphasize spells and Neven's psychic punches.  One golem critted an attack on Vanya, taking her out with one blow.  Neven did some pretty good damage, but got knocked out a couple of rounds later.  Azul borrowed the Staff of Charming from another party member, allowing him to finish off the first golem.

Khemed hit the remaining golem with a Chromatic Orb.  Azul, Sylvester, and Khemed worked on the golem while Vanya and Neven made death saves.  Azul finished off the second golem with the staff.  The battle was over, so we did some healing and resting.  That was a close call for some of us.

We decided it was time to depart the dungeon.  We reached the point where the stone block blocked our path.  Khemed used a reduce spell to shrink the block down so we could get around it, and we headed back to town without incident.  We ended the session with six weeks of downtime ahead of us.

Session reward: 1080 xp, bringing us up to 6734 (level 5).