- Glubnub leads PCs out of bullywug territory
- Opens door to a room with staircase out of water
- LLOD-IV throws some persimmons attracting the small crabs
- Glubnub captures one and LLOD-IV puts it in her pack (still alive)
- Notice footprints of a dragon turtle and goblins
- Vines and root descend from the ceiling of the citadel covering the floor
- Enter a small room at the top of the stairs
- LLOD-IV sets Cyn down.
- Once feet hit the stone Cyn hears a strange goblin like voice. Welcomes to territories of the Morghelos tribe & warns that not all goblin are enemies
- Fountain on the right wall. No liquid but crumbling statue of a dragon.
- Door on the left with skeletal figures of dragons etched in. Inscription in draconic that says, “Rebuke the Dead, Open the Way”
- Arch way that continues further
- Before messing with the door, notice a trap
- LLOD-IV steps back an use her halberd and a divine smite to open the door
- Enter the crypt
- A number of sarcophagus line the walls of the small room. At the end of the room is a an alter with a still lit candle on it, as well as a crystal whistle and a clear flask
- Sarcophagus have carvings of elven royalty but no other identifications
- Violet picks up the flask to examine it. Sarcophaguses burst open and skeletons emerge and attack PCs
- Skeletons are quickly dispatched. During the fight Violet blows the whistle and one of the skeletons reconstructs under her command
- Holly’s doll also comes to life, unexpectedly, and creepily attacks the skeletons as well.
- Upon victory the PCs toss the chamber (pushing over the alter & sarcophaguses). Find:
- Potion of Fire resistance
- Whistle (Night Caller)
- Everlight candle, which Cyn puts into he lantern to provide everlasting light
- Compartment in alter with six jewels (peridot), small vial of gray salts, (was there coin as well?)
- Holly takes a breather to recover some health
- Return to the dragon fountain
- Violet noticed inscription in draconic on fountain that say “Pick Your Poison”
- When said fills with a green liquid
- LLOD-IV samples it and identifies it as potion of poison breath
- Cyn takes a flask of it
- Travel through arch, into corridor with cells on the sides
- Are quiet enough that are not attacked before noticing giant rats sleeping in open cells
- LLOD-IV & Torrych quickly close the cells, pissing off the rats but they can’t do anything about it
- Enter a room with another fountain, a couple of open pit traps & another door
- In one pit trap is a broken warforged which is a newer model then LLOD-IV
- LLOD-IV & Torrych haul it up and LLOD-IV is able to take a piece of armour from it and attach it to herself
- Cyn looks around the room and notices a suspicious contraption attached to the dry fountain
- Violet translates writing on this fountain as well, but does not speak it. It says “Let There Be Death”. Likely when the words are spoken the contraption will causes something unfortunate to happen
- PCs approach the door and as they go to open it, unknown to the rest of the party, Violet has a vision that only she sees
- Tries to tell the party but the details are fragmented
- After Violet settles down LLOD-IV pushes open door
- Very bad smell and of rot and decay as well as a number of corpses
- Quietly close the door and Cyn performs ritual to detect Poison & Disease
- Poison detected in fountain pipes (as suspected)
- Disease detected in next room. Cracking open the doors can tell it is coming strongly from a pile in the corner
- PCs well prepare the room for the dangerous enemies to rush through the door (pit trap, well positioned, prepared attacks and spells)
- Kick open door and two rats run out and a larger diseased looking one. The all die instantly when running into the preparations (probably overkill :) )
- Enter the room and examine the scene
- Appears to be a dead end
- One of the corpses matches the description of Karakas. A orc ranger, who travelled with the others to find the barakas berries
- Amongst the room & corpses find some items
- Studded leather armor (Torrych)
- Karakas’ ring
- 68gp, 312sp
- 3 gems (25gp each)
- Potion of oil of slipperiness (party inventory)
- No obvious way forward. PCs search for another route
- Eventually find something in a one of the earlier past cells (after killing some more angry rats)
- A secret door that pushes open revealing a small empty chamber with only a door a the end
- Carefully opening this door (and disabling a simple alarm trap) push open a door to a hallway littered with caltrops and two surprised goblins who were watching the door
- Roll initiative!