Plagues and Princesses - The Lucying - Session 10

Jul 23, 2017 17:14


willards creek -> house -> underground tunnel -> house (empty, dark, things thrown about, nursery room emptied) -> unopenable door. If they don't think of demolishing the walls with aforementioned giant hammer, have them spot something that takes them out of the house, up to the other houses, and in the house 3x houses down there is an alternate way in.

Long corridor, door at one end, big hallway with "have fun taking the long way" painted on the wall ahead -> 2x long ramps, loop around back under the first, into portrait gallery.

Shows Emmitt Fijhur's lineage from kings all the way down to him. Picture at the end looks familiar, is animated, must get him to say the name of his companion (one of the pictures on the other walls shows Lord Reginald Fijhur with his faithful hound Sergeant Stubby). The group do this by insulting the dog repeatedly. Cos they're dicks. IDK. Once he says it he de-animates and you can go through to the next room.

Table, riddle, shelves full of items

by four brothers an attack is dealt
the first rests on the warrior's belt
it strikes at the second one
by the third you rest when they are done
the fourth's task is to put you there
now tell me this or you beware
found in river, hand, in pair, and three
who do these four brothers be

answer is the deck of cards, put it on the table, go through.

Next room has a mirror dividing it, can't go through. Anyone who tries to break it, their mirror duplicate comes through the mirror and they have to attack it. After vanquishing, it reappears back as the reflection. They notice that a pair of boots is missing from their side of the room, but present in the reflection. Bodie goes back and grabs them, puts them in the right spot, and his reflections clothes fall off. Everyone is paralysed with laughter, as Bodie takes off his clothes, and moves through the mirror. It vanishes, and everyone can move again.

Next room, 3 beautifully dressed female clay golems, and a chessboard with 5 queen pieces next to it. "Sisters, daughters, mothers, wife, must live together and cause no strife, if you cause a woman threat, their gods shall answer and take the debt". Place all 5 on the board without threatening each other, and then try the door. If you're right, no one will awaken and try to kill you. They are right.

Next room, has A4 sized note on the wall ahead, reads

"The key exists in side your head

use the key to paint me red

but be aware of what you spurn

for what was taken shall be returned

You spend a while trying to figure this out, till Finnula starts carving her head open, and pouring the blood on the sign. Bodie and Gre help, and suddenly they are faced with a giant-sized Bodie, with a sebbicai head, which they must battle.

next room, a statue of Finnula, in dancing pose, facing the door you just came through. It is assumed that she must be "danced" around to face the right door, which Finnula attempts, but is poisoned by a barb emerging from the statues chest. They break it off, and the dance is completed.

Last room, some wicker baskets, a flask of oil, a large quantity of parchment, several mirrors, a woodcutting block, a woman's dress, some chairs, a sink, a milk churn, and a bag of fluffy brown yarn.

"To go forward, you must return. To glow brightly, the sky mu

Down another long, straight corridor, and through a door into a laboratory/study/mages workshop. You think you've been walking half a day at least by now. This room is large, and well lit with lanterns, and looks to have been mostly packed up. There are a lot of boxes labeled "books" and "notes" and "beakers" and such.

There's a waist-high table off to one side, with a glass case rising up to the height of a man. There are shiny black rocks covering the upper inside surface, and from them drips, very slowly, a single drop of blood down onto the parchment at the bottom of the case. The black rocks are obsidian. The parchment has a map of Birchwood, Ha'ith, and Frell. The blight-zones are stained with blood, slowly spreading from where the drop lands, on the capital. The table and the case itself are covered with many runes and wardings and lotsa creepy magic stuffs. The other experiments in this room have been dismantled.

Through the other doors, up up up the circular stairs you go, up much higher than you think you went down, but because you've been in the dark it's hard to tell. You end up on a landing, there's a bedroom to your right, and a kitchen to your left, and a big door straight ahead. You hear an arcane tongue, a strange tinkling noise, a from behind the door.

Gre tries to use the hammer of smashening on the door, and they all fall through the floor, down into the lab. They are all very hurt and Drax destroys the map with his butt.

You open the door, into a cave in the hills, overlooking all of Dunthorpe, through a wide mouth that Emmett has glassed over. It is beautiful. Emmett has opened a portal, and stands wearing a travelling cloak, and a backpack, and holding a walking staff in one hand and Bayet in the other. Henley stands behind him, similarly attired, with more luggage. Emmett dives through the portal, followed by Henley. Finnula screams, and shoves you out of the way and climbs in herself.

DO YOU FOLLOW? Yes they do.
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