Session 33: Plant Goblins, a Hearse, and a Temple Full of Ghouls.
The Adventurers continue to explore Tegel Manor. They find a room open to the sky full of plants and are attacked by small green goblins that explode when they die, a stable with a hearse, and a temple of Odin full of ghouls.
This write up is based on our Sunday, August 6, 2023 session and was written by our scribe Carl with a few additions from myself. Thanks to Jimmy for the screen shots. Since we are
scattered around the country, we use Discord for voice communications and the Roll20 online virtual tabletop to connect with
each other.
Continued from: A Shambling Mound and a Temple.
Location: Inside Tegel Manor
Early afternoon, another day of wandering around.Back in through a window, to explore some new hallways and rooms. Into the room with two women chained up, still not letting them go cause they radiate some evil. Like we are pure of thought and deed.....NOT.
A door to the south led to a hallway with sunlight coming in through the roof. Some water or condensation on the floor, some moss occasionally.
More doors, more rooms, more exploring. So far so good.
Aefir gave a shove to a stuck door to the west, in a small room, and since the door was pretty rotten (time and moisture). it partly fragmented and revealed another steamy room. A bigger room with steam too, like a sauna. A giant crab was basking in the comfort and we disturbed it.
A minute later it was a dead crab.
There was another door to the south and one to the west. Light was coming in around the doors, probably doors rotted by the humidity here too.
The western door opened onto greenery, lush and growing. Shadow fired at a plant which had bones around it. When hit, six pods fell to the ground and six plant goblins appeared.
Well, we were hired to clean house, so these are weeds by definition. When Aefir killed one, a burst of vegetation and thorns erupted. Looks like they explode when killed. Beneddar shielded those of us outside by throwing his body against the door and closing it.
A few more hits, a few more explosions, and it was all over. Well, after a bit plant explosion to finish off the room, at least. And to think that all this carnage could have been avoided just by respecting nature. sigh...
Opening a secret door to the east, we found yet another hallway leading to new areas. The door to the south opened onto to release a wave of pungent incense. Burning irritation to the eyes, nose and throat. YIKES!!
Aefir stepped in to check it out. A tapestry was on one wall, and a black cat was on top of it. The cat jumped down to the floor and disappeared in a flash and cloud of smoke. A hairball was all that remained of it.
A knife on a bedside table, a book on another, bloodstains on the bed and a closet. Lots of cobwebs and a plant in one corner. The ceiling was much higher than we were used to seeing, perhaps near 30 feet.
The book was 'the enchanted handbook of power'.
The incense started to really affect people, making eyes water so much they could not see for beans. We left that room behind us, but some of the incense followed the last one out and everyone got a little more careful about stuff in the air. Flushing their eyes with water cleared the vision pretty well, but you cannot be too careful.
The corridor behind the secret door had a skeleton in it, and was holding a mason's trowel in its hand. The north and south walls were doors that had been bricked up where it lay. Writing on the floor said 'Zach was here'.
The corridor turned and ended in a wall with a secret door about 4' above the floor. Reebo was lucky to find it, but find it he did. Maybe a dumb waiter device ?
Aefir opened the secret door and saw a stairway going both up and down. To the west was a room with a statue of a zombie that offered styling advice about armor, The room also contained a steel ball on the floor with a spider web above it.
The statue kept giving advice, the spider web burned, and the ball was ordinary. A pit in one corner went down about 20' and was empty.
The corridor on the first floor led west, to another door held only by a latch.
Behind that door appeared to be a stable, with another rat hole. A dead
horse was in one of the stalls. A carriage in the building that might
have been a hearse.
With a screech of rusted metal, Aefir opened a door to the carriage. A coffin was inside, closed and no traps were found, but it was really, really heavy. We pulled it out of the hearse and onto the ground. Opening it was easy, and it was full of dirt. The sound of a horse whinnie came from one of the stalls when it was opened.
There was a top hat in the carriage also, in perfect condition. Reebo got it and bagged it up for later evaluation.
We looked around outside the stables to confirm we were where we remembered from our walk around the outside, and headed back into the manor to continue our foray, questing against evil in all its forms.
A door to the west opened to daylight also. Lush vegetation and broken statues. Remains of a fountain, dry and not in good shape. Near the fountain Aefir spotted a small animal with yellow eyes. It did not come out, and getting closer Aefir could see it was a small cat. Perhaps a kitten. Solid black, like the vanishing one we saw earlier but smaller.
A double door to the west of the lush area led us to, great surprise, another hallway.
A we saw a painting of a Ransack Roscoe, holding an axe and a bag of gold. We remembered fighting him a few weeks ago. The painting seemed inert.
We walked down a ways and opened a door to a room with benches and a bunch of ghouls. Combat ensued immediately. The room appeared to be a temple of Odin, with a disapproving statue of the old dude looking down on the scene.
Aefir guarded the door, and hoped to let only one at a time out. He yelled for all of us to get ranged weapons ready for that eventuality.
That plan worked out pretty well, and the statue of Odin cheered the combat on. When the last one fell, the statue presented its javelin to us. Aefir took it from him with thanks.
Natalie noticed something approaching us from behind, maybe attracted by the sound of combat.
Continued in Giant Wasps, an Intellect Devourer and a New Friend.
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