Recap of Session 7 – “Age of the Raven”


Dramatis Personae

Slingbill | Human Monster Hunter | Mats

Sigurd Slapptask | Human Bounty Hunter | Flan

Quatsing | Caliban Avenger | Martin

Ernie ”MacWyvern” Lint | Elf Survivalist | Berndt

Iznogoud | Caliban Dashing Rogue | Djuro

Absent players this session

Slingbill | Human Monster Hunter | Mats

Sigurd Slapptask | Human Bounty Hunter | Flan

Session Seven – Monsters in the Cellar

The session began taking up the thread from last session, where an intense battle had taken place on the ground floor of the D’Tarascon Mansion. The enemies had been defeated and some of our heroes were quite wounded. After some binding of wounds and a short rest, the rest of the ground floor was serched. In the large country style kitchen, some horrible monsters attacked but were driven back. One fled outside and presented an opportunity for target practice. The party then proceeded by searching the upper floor. They fought and killed yet another of the monsters in the bathroom, but the second one managed to escape through the privée. In the kitchen downstairs, the PCs found a stairway to the basement and went down to investigate. After searching the water-filled basement, they find Pierre D’Tarascon’s workshop and laboratory (Marcel et al’s grandfather). In a hidden niche is a magic key to the locked bronze doors. McGyver takes six magic tomes from the library. Behind the bronze doors the players find a basin with swirling colours, clearly some magic deviltry. Ernie goes bazonkers and tries to push Sigurd into the hole. Sigurd manages to dodge and tries to grapple Ernie and throw him back. Sigurd misses and Ernie manages to push him into the colour pool, making Sigurd instantly to disappear! Ernie jumps after. Woot…??? The remaining three heroes searches the east wing of the complex. Slingbill falls into trap and get badly damaged (major chest wound, should be dead but spends 1 hero point to downgrade lethal wound to major). Iznogoud and Quatsing drags him up with a rope and tries to heal – miss. Then they manage to give him a healing potion, and he’s stabilized at 1hp, no major wound effects left. They go back to the well and leave Slingbill there while Iznogoud and Quatsing explore the southern part of the complex. Turns out to be a temple to some weird deity. They find a very round and smooth secret metal door behind the huge statue of the deity. When opened, air flows out (pressure seal, high tech). Behind the door there’s a tunnel cut into the cliff, which leads to a system of big caves. There is a tunnel to the north, where our heroes find another temple with a strange black meteorite stone egg on an altar. They then search further south, and find a large cave with a large black pool of perfectly still water. Near the water’s edge, they also find a broken black egg… Suddenly, they are attacked from behind by a proto-corrupted weird aberration. A short fight ensue, but our two heroes manage to fell the beast. Then the water starts to stir and a huge aberration rises from it. Our heroes flee, fighting more small aberrations blocking their way, but manages to get out of the caves and close the pressure sealed door. We leave off when Iznogoud and Quatsing are back in the pool room with wounded Slingbill. And no sign of Ernie or Sigurd…