Showing posts with label Alchemy Lab. Show all posts
Showing posts with label Alchemy Lab. Show all posts

2015-03-05

Wandered Roads 38

Wandered Roads of Varisia
Session 38
January 31, 2015

Campaign Timeline



Take a Closer Look

Fireday, 5th of Neth

Checking Out the Love Shack

After a good long rest in one of the bedrooms, the group is ready to continue their search for the next fragment of the shattered Sihedron Star. Vexeron summons another magical servant. This one looks unmistakably like the Elf, Daellin, but wearing a butler’s outfit. He is lovingly named D’jour Ch’ker and is instructed to go down the hall and open each door. They open without incident Carefully, the party examins the rest of the rooms in this hallway and all appear to be small yet comfortable bedrooms. The engraving on the end of the hall, which is the same as on all of the non-trapped doors in the hallway draws some interest. Daellin checks it out closely and is ready to touch some of the symbols, thinking they may be connected to some magical trigger but he is dissuaded of this action by his companions. D’jour is asked to go touch the symbols instead while everyone else stays safely back. When D’jour touches the runes, they glow briefly and then a secret door opens in the wall.
The Runelord's rumpus room


The next room appears to be another bedroom, but this one is larger and much more lavishly appointed. The domed ceiling is inlaid with mother of pearl and a four poster bed dominates one wall of the room. Double doors lead to the north. Vexeron casts a See Secrets spell with the plans to maintain it, hoping to find any secret doors, hidden traps or concealed treasures.


Passing the double doors into the next chamber, the group finds another 8 sided room with a high, domed ceiling decorated with fading erotic murals. Stone benches line the walls and the floor is covered with a multi-colored mosaic of a sunburst. Fearing a magical trap, the mosaic is carefully stepped around.


The next room is a small space, 10x10 square with a door leading out of each of the 4 walls. The floor of the room is taken up by a pool of cool, clear water that seems to be fed by an underground spring.


Exploring the Workrooms

Keeping to their protocol, the group takes the door to the left first. This room is large and eight sided, like several previous rooms, with a high domed ceiling. This room appears to be some sort of alchemical laboratory and Daellin and Vexeron are quite intrigued by many of the containers and items on the stone tables. Daellin accidentally knocks over some containers on one table, causing a minor explosion. He continues his search more carefully and manages to find some sort of magical, waxy ointment in a small container.
an ancient alchemical workshop


A large corroded metal urn attracts Vexeron’s attention. Through a dirty glass lid, he can see a thick, grey substance. It seems to undulate and move slowly inside the urn. He examines it through the glass and quickly realizes that it is a magical substance commonly used in the enchantment of weapons and armor. He believes that it could be used to at least temporarily enchant quite a few items, though he does not have the time, material or expertise to make the enchantment permanent. A discussion about the material and how to best transport it is had. Realizing that it would be too difficult to carry the entire urn around (weighs over 300lbs), Vexeron decides to test it out here in the lab and coat some of the parties weapons.


As he opens the lid, he quickly finds out that his initial analysis of the substance was incorrect as a glob of the grey ooze whips out and splats him in the middle of the chest. He can hear the corrosive properties of the ooze beginning to eat its way through his shirt and armor. Quickly, the tendril of ooze is severed and someone throws the lid back on the pot. Embarrassed, Vexeron merely shrugs and the party moves on.


The next room explored is to the north of the fountain room and is another eight sided room, similar to the others with a high, domed ceiling. This room has several stone platforms draped with white sheets. They have sets of manacles set into the stone at each corner. Metal shelves are at the foot of each platform. All are empty but one. A large tome sits on one shelf. A quick examination reveals 3 magical scrolls tucked into the pages of the tome. The book and scrolls are taken.


A Maddening Worm

Next, the group checked out the final door leading from the pool room. Again, the group sees an eight sided room with a domed ceiling. This one appears to be some sort of summoning room and was in a state of disarray. A summoning pattern fills up most of the floor, and broken furniture litters the space. Across the room, a heavy bookstand can be seen, knocked on its side with a large, black tome laying on the ground next to it. Immediately, Daellin enters the room and starts to head for the book, but Vexeron stops him and tells him that something is wrong in this room. He senses unfinished magic, as if the summoning circle was somehow paused in mid enchantment. He tells Daellin that as long as he does not cross the summoning pattern on the floor, he should be fine to cross the room. Carefully, the Elf makes his way along the outside edge of the room but it turns out that just being near was enough to trigger the unstable magic in the area.


except with an axe, of course
A blast of smoke and unsettling swells of sound fill the room. As the smoke clears, a huge worm like creature fills the center of the room. The beast wields an icy axe in one tentacle and a magical wand in the other. The creature immediately attacks, sending an aura of madness over everyone. Having to fight physically and mentally, the fiendish abomination proved to be a tough opponent, though quickly the party put it on the defensive. It’s madness inducing power turned friend against friend or reduced victims into temporarily babbling idiots. The beast utilized the wand constantly, apparently using it to heal its wounds. The battle was long and hard, but eventually the Heroes of Sandpoint were victorious. They took from it the magical axe, the wand and then gathered up the black tome, which appears to be magical as well.


After resting momentarily, the group headed back toward the Chamber of the Grey Flame, having explored everything in this area of the complex. They moved through the chamber, re-lit the torch using magic to float it up to the top of the dais so they would not again trigger the summoning of demon mouth orbs. They got the secret passage to open and followed it. 


Only the Penitent Shall Pass

After following a hallway and descending some stairs, the group ended at a dead end. On the wall was a painting of Runelord Sorshen, arms outstretched as if to welcome one into her embrace. Thassalonian writing was carved into the wall as well, though it could not be read. Magical and mundane searching did not reveal any secret doors but eventually someone noticed that the paint near the feet of the painting was badly worn off. After some time, it was discovered that kneeling and kissing the feet of the painting triggered teleportation magic.
Kiss My Feet!

Everyone took their turn kneeling in front of the painting and eventually found themselves standing on a stone platform overlooking an enormous underground waterway. The room is filled with the sound of water cascading down from an opening in the ceiling immediately to the east of the tower. A fine mist of moisture fills the air.


Underground Lake

the waterfall feeds the underground lake
The walls of the large cavern appear to be covered in pale, glowing moss and lichen. Three rowboats are tied off to the pier. A monstrous carving of a demon justs out of the wall of the cave just to the north of the dock, its hand outstretched in greeting. A Thassalonian word is carved into the stone below the demon. A quick examination reveals that grasping the demon’s hand teleports one back to the mural that they had just come from.

Far across the lake to the south, another stone landing can be seen with a large metal door leading into the stone wall. The lake narrows and continues to the west.

Session Photos

Daellin trips the magical summoning circle

Kallin and Ehlyna join the fray

Session Notes

We played this session over a month ago and it has taken me FOREVER to get it typed up and posted. We are ready to play again this weekend (once a month is SUCH A LONG TIME but it's better than nothing and we do play for about 6 hours at a time!) We are having so much fun on this current part of the campaign, at least I am and I hope the others are as well.


Characters Present:

Kallin Hawkril, Half-Orc shaman and budding Priest of Pharasma - played by +Daniel Ernst
Calina - Varisian Human archer and scout - played by +Carol Coburn
Daellin Silvanthalas, Elven Farstrider Ranger - played by +Ben Lipe
Vexeron, Human wizard - played by +Greg Grady
Ehlyna Fuzziface - Dwarven Warrior - played by +Jodi H
Samad Aldhul, Human ex-mercenary - played by +JeCorey Holder
Vosk, Half-Orc Pathfinder who gets the job done, no matter what - played by +james schaffner 
and +Jason Woollard as the DM



2014-01-06

Dark Paths 42

Dark Paths of Riddleport
Session 42
January 5, 2014


Dismantling the Lab

Roll20 Chat Log

Session Summary


Part of the lab
The Crew continued their mission to neutralize the Drow alchemy lab by pressing their attack against the Troglodytes guarding the tower. Darkness still enveloped the entrance to the building, keeping several members of the Crew in the dark. Snargash managed to cast a Levitation spell, allowing him to raise up and out of the caustic muck that was eating away at his feet and shoes while Aethel, in airy form, drew fire from the advancing Trogs. Never on to let the others have all the fun, Bodi charged headlong into the darkness, running right into Snargash. Aragon also followed into the darkness, though he did so by running along the wall of the tower utilizing the magical slippers he had taken of a previous Drow adversary. Meanwhile, Paal watched the rear approach, keeping an eye out in case any enemies tried to sneak up from behind.

The lab guards
Meanwhile, Guy, who had penetrated the tower through a hole in the roof, engaged the Drow Alchemist he found inside the tower. Using his psionic ability, he flung a rock at his target, only to find the same bullet rocketing back at him! He used his psionic shield to protect himself from his own attack. The Alchemist began tossing vials of alchemist's fire at Guy, causing several fires in the area!

Back in the darkened entrance, Aethel began casting a powerful light spell designed to get rid of the Drow darkness and Bodi, not realizing his mage friend was taking care of the problem, used his Dark Vision spellstone that the Elves had given him. Able to see again, he rushed forward into the tower. Aragon had also made it to the interior of the tower as well. Snargash floated up above the darkness just in time to see it vanish. Paal then approached and engaged a Troglodyte while his boots began to disintegrate in the acid swamp. Snargash descended and engaged the javelin wielding Trog as well.

Drow Alchemist
Inside the tower, Aragon engaged some Trogs and the Drow. He was able to put down some of the Troglodytes, but the Drow proved trickier. He defended, retreated and threw all manner of nasty alchemical concoctions, not the least of which were vials that burst into flame, creating numerous fiery obstacles, cutting Aragon off from reaching him.

The battle raged on for several more moments. Bodi dodged a thrown vial, only to have it burst into flames behind him, right in front of his Troglodyte pursuer. Aethel sent a lightning bolt at the Alchemist, not realizing he had protected himself with some sort of magical warding that sent all missiles back at their caster. Another alchemist's fire struck Bodi and engulfed him in flames, but instead of trying to put it out, Bodi heroically charged the dark Elf and tried grappling him. The slippery Drow managed to retreat, backing himself into a bit of a corner.

Outside, Paal and Snargash dealt with the Trogs and hurried inside just in time to see Guy take out the Trog who had engaged Aragon, allowing the Elven Bladedancer the opportunity he needed to leap across the flames directly behind the Alchemist and strike him down. The sole remaining Troglodyte tried to flee and managed to run directly into Paal and Snargash, who wasted no time in taking him out. With some choice words, Bodi dropped to the ground and began rolling about until his flaming form had been extinguished.
The Alchemy Lab

Continuing Story Doc

Continuing Story Summary

As the Drow alchemist lies dead and Bodi extinguishes himself, a quick look around the room is made. There are several fires burning, including the one that was already burning when the Crew got here. In less than a minute, the three large floor fires caused by the alchemist’s fire burn out, leaving crispy black marks on the floor where the flames had just been. The fire on the rear table is a different matter. It has completely spread to the whole table top, burning what looks like notes and books as well as several alchemical reagents, which are smoking, sparking and putting off various colors of smoke and strong odors.
The mission to the lab was to neutralize the Drow’s poison and alchemical manufacture and supply. Taking out the alchemist seems like a decent step along that path, though there still remains the two glass cylinders of black and green liquids, the tank of clear liquid off to the left, three bubbling cauldrons of bubbling liquids that are creating the huge cloud of noxious smoke drifting above Celwynvian in addition to the boxes, sacks, crates and barrels of alchemical compounds stacked in various places around the room.

A quick look around the room also reveals a large metal grate in the floor in the eastern portion of the room.

Guy spends a moment studying the flaming table before stepping back towards the entrance. "Well, looks like this is well on its way to being destroyed. What do you say we regroup outside and I ping rocks at the cylinders until they break and watch the roof burn some more?"

Aragon frowns.  “But would that not spew all this foul liquid over the whole forest?  Is there not some other way to render this poison inert?”  And he looks at Aethel, who he considers the “brains” of this outfit.

Paal says, "As detrimental as that may be, is it worth risking our lives trying to stop it? The stuff is going to go… somewhere.. it cannot be unmade. The forest will recover."

Bodi moves back from the fire, slowly and in pain.   Wincing, he comments to his companions…..”Can someone do something about this burn?   Also, i think I ruined my boots going through the acid in the floor….my feet hurt as well.”

Bodi moves back waiting for someone to tend to his wounds.   He looks at the grate in the floor.   “Um, before you go dumping those chemicals out, it may not hurt to find out just where that potentially leads to.   If it leads to a water source, you may not want to dump those chemicals in there.    I am also thinking that, since these drow tend to live underground, perhaps there is a passage way down there that they access, and as such we should also investigate that as well.”

A quick estimation of the structure that the lab is located in is that it is mostly constructed out of stone. The 2 fires burning in the roof area may be enough to weaken the limited wooden supports to eventually bring down the stone dome, and that would no doubt destroy the lab and all of its contents, though it looks like it would take considerable time and possibly a little bit of encouraging.

The grate on the right side of the room leads down only a few feet to a muddy patch of earth, possibly an underground spring or stream of some sort, though not flowing at the moment.

Athel begins doing a careful alchemical-minded examination of the various substances, starting with the substances with the largest volume, and working down.  He contemplates determining what would be harmful to the environment (and how to render it inert), but also what may be effective use to the elven war effort in the area.

Returning to his solid form, Aethel begins looking around the lab, trying to figure out exactly what to do to neutralize the foul Drow alchemy without harming the local environment. In his examinations, he accidentally knocks over one of the kettles burning over the fire, splashing acid everywhere, even managing to splash himself a bit.

After a bit of examination, Aethel believes he can safely neutralize the components of the lab and as far as what might be useful, it seems that most of the liquids in the lab are not fully concocted yet and none of them would be especially useful in warfare, at least not without causing considerable collateral damage to the forest as well. The Elven wizard estimates that it will take him several hours to safely dismantle the entire lab correctly, which, when he explains it to some of his more impulsive companions, does not go over very well.

Aragon watches, impressed at his friend’s knowledge.  Maybe there are more ways to solve a problem than the point of a sword.  Maybe there is more to life than just slashing and killing your way through foes.  Maybe there is a path for me other than the Dance… Nah.

Cast of Characters: 

Aethelarian "Aethel" Flitterseed - Noble Elf wizard played by +Daniel White 
Aragon Whisperwind - Elven Bladedancer played by +Arne Jamtgaard 
Bodil "Bodi" Jantzen - suave and smooth swordsman played by +Mike Biancone 
Guy Greystone - Gnome telekinetic played by +Gren Drake 
Paal Ulfsun - Northman Human ranger played by +Ben Zittere 
Snargash Windblown - Half-Orc monk played by +Amergin O'Kai 
and +Jason Woollard as the DM