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Recap[]

Saturday[]

The party are in Shenanigans when a woman comes into the tavern up to the party. She tells the party that her sister, Tammy, was to be executed for murder. The sister claims that Tammy was acting in self-defence, but because the person she killed was the Sheriff's Uncle, he decided to have her executed. The party readily believe the story amd agree to help. The execution is to take place in two days time on Monday afternoon.

Tammy is being held in the Bergshire dungeons under the Baroness's Keep outside the town. Xixellor recalls that the Underdim reportedly lead to the basement of the Baroness's Estate so the party could use that to break into the dungeon.

The party try to gain access to the Shenanigans Underdim entrance from Desmond, however Desmond has never heard of there being an entrance in his basement to the Underdim. Desmond then asks the party to find an artefact to deal with this problem.

The party head to the Dickman Architects in town. In this era is run by Helga Dickman and her son Boris Dickman is still young. The party explain the problem about the hole in the basement and the Dickmans come with the party to inspect the damage.

The party head into the basement and Xixellor points out the hole in the wall. The hole leads to a corridor that leads into the Underdim. Helga notices a false floor down the corridor.

Xixellor goes investigate the trap, but an Otyugh tentacles come out to attac him. Codash insists it is a trick and tries to jump the pit, but ends up being dragged in. Kuras & and Xixellor go into the pit to fight the Otyugh. Kuras destroys the beast and Xixellor is knocked unconscious.

The party climb out of the pit and take Xixellor to the temple to heal. The decide to go back into the Underdim tomorrow.

Sunday[]

The party go back into the Underdim. Helga Dickman has finished installing the door. She will only let the party leave though the door if they remember the secret knock.

The party go back inside the Underdim, cross the false floor and go east in the direction of the Keep. Xixellor uses his compass to direct the party eastward as Kuras leads the party.

Down a passageway Kuras triggers a trip wire and the section ahead of him collapses, but he is able to leap back and avoid being crusted. The party take a different route.

The party enter a large subterranean chamber and encounter a group of Crystal Golems. The party defeat the Crystal Golems, but 2 of Codash's swords are destroyed in the fight, including his magic sword. Codash switched to using his axe and shield.

The party continue down the passageway and are ambushed by Mud Steam Mephits. The party fight the Mephets, with Kuras defeating 2 and Xixellor blinding one with a Light (Priest) S V 1  Light Range  120 yds. AoE  20-ft.-radius globe Casting Time  4 Duration  1 hr. + 1 turn/level Save  Special Damage   Materials  ' This spell causes a luminous glow within 20 feet of the spell's center. The area of light thus caused is equal in brightness to torchlight. Objects in darkness beyond this sphere can be seen, at best, as vague and shadowy shapes. The spell is centered on a point selected by the caster, and he must have a line of sight or unobstructed path to that point when the spell is cast. Light can spring from air, rock, metal, wood, or almost any similar substance. The effect is immobile unless it is specifically centered on a movable object or mobile creature. If this spell is cast upon a creature, any applicable magic resistance and saving throws must be rolled. Successful resistance negates the spell, while a successful saving throw indicates that the spell is centered immediately behind the creature, rather than upon the creature itself. A light spell centered on the visual organs of a creature blinds it, reducing its attack and saving throw rolls by 4 and worsening its Armor Class by 4. The caster can extinguish the light at any time by uttering a single word. Light spells are not cumulative--multiple castings do not provide a brighter light.

===Darkness===
The spell is reversible, causing Darkness in the same area and under the same conditions as the light spell, but with half the duration. Magical darkness is equal to that of an unlit interior room--pitch darkness. Any normal light source or magical light source of lesser intensity than full daylight does not function in magical darkness. A darkness spell cast directly against a light spell cancels both, and vice versa.
School  Alteration Source  Players Hand Book page 255
spell, and Codash missing them. The surviving Mephets end up retreating.

The party continue, now very injured, and find themselves at a T-Junction where a Human that looks part Dwarf, part Gnone, part Halfing, is selling Healing Potions. The party buy all 4 potions from the Potion Seller for 40 gold each. Codash refuses to use potions however, as a personal belief. Xixellor tries to trick Codash by using a Ferris Hat of Forgetting, but even an amnesiac Codash refuses to drink potions. Kuras ends up drinking one of the potions and it does damage instead of headling him. Codash points out he was right about the potions the whole time.

The party keep travelling though the caverns of the Underdim and arrive at a body of water that they can't see the other side of. Before trying to cross it, Xixellor tests the water with his 10-foot pole and finds that the water is acidic in nature. The party decide not to try to cross the acid body of water and go a different route.

The party end up in the Bergshire Dungeon. They break in though the gate to get inside by using one of the fake Potions of Healing to damage the bars. The party find Tammy and free her from her cell. However the noise from the other prisoners alerts the guards.

The party flee from the guards back into the Underdim and the guards follow. Kuras carries Tammy so the party can move faster. Codash falls behind and is killed by the guards as the rest of the party make their escape.

However, as the party near Shenanigans, Kuras forgets about the pit and falls inside and falls unconscious, with Tammy only getting some injuries. Xixellor climbs down and stabilises Kuras. A few hours later Kuras is awake and boosts Xixellor out of the pit. Xixellor then does the secret knock on the door, gets a rope and gets Tammy and Kuras out of the pit.

The party head out the back of Shenanigans. The party suggest that Tammy leaves down and not return home since that will be where the guards will be looking for her. Tammy thanks the party for the help and leaves.

Tammy sister arrives a few days later and pays the party the 50 gold as promised.

Experience[]

2395 exp each

  • Kuras levels to level 3
    • Max HP from 32 to 45 (+13)
  • Xixellor levels to level 2
    • Max HP from 5 to 13 (+8)
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