Treasure Hunting 3: The Family Black
| Treasure Hunting 3: The Family Black | |
|---|---|
| Date | 12/6/24 |
| Storyteller | Zoro |
| Tier | Legendary |
| Player Characters | Siltmean the Craftrat, Serene Leyvald, Pomba Bright-Eyed, Illiam Elro, Grist Vanafeld |
| Rewards | 350 xp, The Origin of Violence, 14k gp |
| Result | Success? |
| Author | Siltmean |
| Downtime | 21 |
Log
The writing is more messy than normal in this listing of events. The author was clearly in a hurry.
Finding the Path
- Gather up
- Check out Cutter Black's back tattoo
- None of us can read a map
- Illiam uses magic to find a path
- Go look for "Granny's" dark citadel that only the family Black will be safe in
- Have to get there in 8 hours, as it closes off until the next full moon after the night
- 12 hour trip by foot
- We all calculate our speeds and determine we can barely manage a flight path to get there in 8
- Find a pond with trap door at bottom
- Pomba jumps in, water is illusion
- Door broken, but still operable
- Head in carefully
The First Danger
- First obstacle is pillars over gap
- Poison dart launchers in gaps
- Swinging saw blades on pillars
- Whole room is death trap with complicated deactivation device at other end
- Victoria sends in "Evangelist", gets ripped apart by traps halfway through
- Weapons entering room do not trigger trap
- Trap either activated by sound, contact with pillars, or life signs
- Either way, I'm the only one who can be trusted to disable the devices here apparently
- Hope trap is sound based, quietly fly in
- Trap does not activate
- Reach invisible wall in front of device blocking hallway
- Find no way around
- I conclude this is a wall of force
- Have Serene break wall using extending weapon
- Get out before trap activates, then sneak back in
- Successfully disable trap without injury
The Second Step
- Everyone jumps across to next room
- Enter next room
- 4 golems with cannon arms, flame spewers in chest on raised platform
- 5 chests spread across room as well?
- Golems begin firing cannon balls at us
- I did not enjoy getting hit in the stomach with one
- Impact dampeners were marked as "Sufficient" this day
- Serene and Pomba hurry in
- Chest opens near Serene, confuses her, also Pomba very briefly
- Grist wakes her back up with force barrage
- Tough fight, but golems go down
- Don't like electricity, I noticed
- Also worn and faulty, likely from lack of repairs in previous defenses
- Team heals up before investigating 2 doors and other 4 chests
- Find piece of key and gold in one chest
- Victoria finds hidden door behind same chest
- Pomba identifies another chest as trapped with green magic
- Decide to leave other chests alone, investigate hidden path
- Pit to nowhere behind second door in hidden area?
- Investigate other paths, also pits
- Grist spots hidden door in hidden room's pit room
- I open it up, find long hallway
- We begin heading in, Grist stays outside
- Vorpal blade traps activate
- Nearly kill multiple of us as I jam each of the 4 blade paths
- Victoria leaving room early causes blades to reactivate across entire room
- Trap disabled
- If not for my multilayered concealment haze mask I would have died on the 3rd blade
Third In Line
- Heal up in next room
- 6 chests
- Victoria spots 4 are trapped
- 2 have gold
- Trick doors ahead hiding trap and gold chests
- Find room with hole in ceiling
- I look inside
- Spot aquamarine chalice inside hole
- Serene fishes it out with extending fauchard
- I catch chalice
- Floor lifts, room begins filling with water
- I hold chalice while Serene and Grist begin talking to it?
- Trap deactivates
- Chalice has no magical value anymore, worthless
- I sense multiple figures ahead, including one huge one
- Check side door first
- Tries to confuse me both times I unlock it
- Fake door trap
- Head down hallway
- Walls drop
- Adamantine golem and multiple quicksilver entities attack us
- Quicksilver golems not actually aggressive until we bring down the adamantine golem
- It regenerates
- Need adamantine to kill it
- Only adamantine available is my adamantine bar
- Hold it out for others to use for spells
- Victoria brings it down with adamantine needles
- Rampaging quicksilver golems die
One Final Tragedy
- Two doors left
- One left, one forward
- Grist gets impatient, tells Victoria to just open left door
- Victoria is reverted into a child?
- I don't know
- Not temporary
- Fake door trap?
- No way to bring back old Victoria
- Illiam collects approximately 6 month old baby
- We investigate final room to hurry and find a way out
- Still have 8 hour trip at minimum to get child to civilization
- Final room features a club in a theater
- Surrounded by semi-circle of seats full of dead elves
- They clap as Serene and Grist approach club
- Cross dangerous bridge
- Spirits try to push Grist off
- Get across safely
- Regular, non-magical club?
- Serene spots real club inside a body
- Always drips blood
- Determined to be magical weapon known as "The Origin of Violence"
- Very powerful, very scary looking
- Theorized first weapon to kill human after a major cataclysm
- Demands blood
- Owner must kill something with it regularly
- None of us want it
- Good luck Rocco?
Post-Notes I genuinely do not know what happened to Victoria, they're stuck as a baby. Probably not forever, they'll grow up eventually we think? Illiam has chosen to take care of the child and raise them. Onadbyr's a safe place protected by some pretty strong people, hopefully this'll give them a good, happy upbringing. Side note, I don't think Victoria retained any memories? Illiam theorized it was a reversion, not a de-aging, so no reversal, and no concern with an adult being stuck in a baby's body. Don't expect the baby to recognize you if you were friends with them, I guess.