Rogue Gamers - D&D 5e game

The Vault

So we were sent to this vault to help with an Iron Golem situation (and to eventually deposit the Hand of Madness). This is, apparently, the same golem that Del had a run in with when he was a soldier.

So far, this vault has been full of new creatures to fight. There have been Beholders, Gargoyles, possessed suits of armor, and an enchanted table(?). There haven't been any signs of life for the guild members that should be here,. In fact, it's been very opposite. We've found a plethora of corpses/skeletons. We've managed to search a lot of the facility so far. There is a locked door that leads to the central vault of the facility, we think; and a good amount of doors that are magically enchanted. We haven't tried opening any of these doors because we'd rather clear the location of monsters before potentially falling into a trap. Another interesting thing about this place is the very large room that's imbued with life magic and has large carvings on the wall that are of symbols/languages that we don't understand. We still haven't found the golem, but it's seeming like we're getting close to the physical door of the vaults (we came in via teleportation). So far, no one has actually died. The bard nearly did, but made her throws pretty quickly.

This last session is the one where we fought the suits of armor. There were 2 strong ones and 6 weaker ones. We managed to divide and conquer them; taking care of the 2 strong ones first, then splitting the 6 weaker ones into two groups of three. We left off meeting Mattock back at the room we teleported into, aka base camp.

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List of Items
Time for Bartering!

We need to go over things we want to keep and use, store for later, and sell. Here is a list of things I know we have so far. This is not a complete list, but I am getting pretty close. 

Don’t sell

·         Ring of curiosity gives advantage of investigation checks. Once a day Get an epiphany, Treated like a natural roll 20 on investigation check.

·         Book of the sea – Everyone benefits from it.

 

Sell

·         Golden dinnerware set

·         Helmet of Not breathing

·         Ring of acid resistance

·         amulet of proof against detection

·         short sword +1

·         K's ointment. 1d4+1 doses. When used as an action, 2d8+2 hit points, ceases to be poisoned, and cures any disease.

·         Magic Warhammer

·         +1 longsword

·         +1 Crossbow

·         2 potions greater healing

·         2 scrolls of thunder wave

·         scroll of comprehend language

·         scroll of water breathing or water breathing scroll

·         scroll of flesh to stone

·         ion stone of protection

·         drift globe

·         Potion of heroism – one hour after drinking it. 10 hit points. under the bless spell. Steams and bubbles as if boiling.

·         Potion of mind reading- gain the detect minds spell. purple with pink cloud

·         ever burning torch

·         helm of telepathy

 

Unidentified

·         bundle of rope

·         pair of silver daggers

·         small copper pot

·         bottle of something

·         silver knife

·         obsidian statue of a woman with an eye carved in her chest

Loose gold

·         pouch 1g 12s 16c

·         robed skeleton 13s

·         alter 85 gold

Random mundane

·         2 daggers

·         2 short sword

·         4 spears

·         2 crude wooden shield

·         silver butterfly pendant

·         stuff to make bug armor

·         8 great axes

 

Most likely to sell

Golden Dinnerware set

Scroll of flesh to stone

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Jess' notes, ending at Dec 23rd.
At least one of us keeps good notes...

Adventure Guild used to be some kind of wizards guild that sought after old magics, specifically, immortality. There was a dispute within the guild before the arrival of the dragon that eventually split The Ancient Guild. The dragon's arrival reinforced this. We are not certain what the dispute was or why it was covered up over the generations.

>Several guild leaders have not known the guild origins

the Dark Wizard we continue to encounter (hand writing found on notes early on with ''assignment'' on a felled enemy, pirates and recruiting Ramencon Chris. The "mole' is thought to be the Dark Wizard <—-This thought has changed recently. Out of character. We now know whoever made the pins can specifically scry on us by name, leading us to believe it is the Wizard Master. We are still exploring this new info

>The Dark Wizard is improving his ability to create flesh golems

>Whatever the wizard/other guild is looking for is in "our" realm

 

The Guard Tower was The Ancient Guild's former headquarters. Chambers are arranged to facilitate energy flow (perhaps related to the Other Guild's ambition to find immortality).

>Chamber magic changes based on what is used. Like, not built for specific purpose

>Orc's attempted to raid tower but guild took extreme measures to protect old magic. Due to limited man power, they were unable to protect the Guard Tower

>Two prior adventurers from a former group like ours. They were found dead in the basement. One was missing his head. 

>Wrenbria's father was a part of a former group. Group's former member sacrificed self to prevent orcs from learning magic from tower. 

>Member decapitated to prevent him from sharing knowledge- "Talk to undead" spell?

>Wagon driver missing hand -decendent of original guild founders and blood necessary for spell…on something?

>Writing on walls resemble book to have been in guild library and believed to be from another region. (reinforces guild from another region)

suspicion of mole originated due to our ambitions continuously being sabotaged…always one step ahead of us. <—-Again, some thoughts have changed on this

 

I will try and write a full summary that is a little more up to date soon. If someone beats me to it, cool. Less work for me. 

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