Dungeons and Dragons 5th Edition Session 6-2

by | Jun 19, 2017 | LoTT Actual Play, SoundCloud MP3s


Kyrixes Goldenflame – John
Spritle Chudforth – Dan
Njorvold Anvilesmite – James

Graavor Corgretor – Burt
Diro Kalamire – Gabe
Sled – Aaron
DM – Vince

Sled picks up the ring and puts it on. The rest of the party begins debating on what to do with Tal. Sled quickly becoming bored, shoots Tal with his crossbow and Njorvold steps in front of him to protect Tal. More debating ensues and in the confusion Sled assassinates Tal and Spritle then knocks Sled out.

Njorvold takes the ring from Sled and gives it to Graavor and takes the ring of teleportation from the body of Tal. They try and figure out what to do with Sled. When he wakes up Kyrixes tries talking to him and Sled just blows him off as if nothing happened.

Further investigation of the room reveals a discolored tile on the floor. When it’s opened a rancid stench wafts up from below. Sled in his impertinence, dumps Tal’s body down the hole.   The group decides to rest here before continuing below.

The hole leads down about 100 feet and at the bottom is a bronze banded door that upon closer inspection is revealed to be trapped both magically and physically. The team of Spritle, Sled and Diro are able to safely disarm the traps and open the door. The floor beyond the door is also trapped so the party asks Sir Reginald to traverse the hallway and look for a switch. As they assumed, the trap was set for living bodies and Sir Reginald was able to pass unmolested. Reginald finds the switch and turns off the trap only to find the portcullis firmly sealed with no visible means to raise it. The quick thinking Spritle uses his mage hand and a mirror and finds the switch on the inside wall facing away from them.

In the next room is a sigil on the floor that Diro determines is a blade trap. The party hugs the walls down either side moving forward. As Sled begins looting electrum pieces from a broken urn large tentacles lash out from a large crack in the floor. The tentacles are quickly dispatched and moving forward they party finds themselves in a small room with a fountain.

The fountain has what appears to be a small boat in it. Diro, using his arcane abilities, determines that the water and the boat are magical.   The always impatient Sled sticks his face in the water and takes a drink. His vision becomes blurry and he sees the spirit forms of his companions.   He is able to ask the spirits a question that they have to answer truthfully.

Kyrixes grabs the boat and passes it to Diro who realizes it is a magical folding boat. He neglects to tell the rest of the Brotherhood about it and surreptitiously says the command word to fold the boat and sticks it in his pocket.

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