Mattiverse Next - Session 26
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Hope You Studied for the Quiz
- Bobwhite picks up the book. It's all empty pages. He gives a "what the fuck is this" glare.
- "Oh, silly me, I seem to have brought the decoy. I left the real copy on my nightstand. Maybe you boys could pick it up?"
- Bobwhite gets what he means first, and sighs dramatically. The other boys wisen in turn.
- They agree, without any further questions, which the Goose seems to get a kick out of. Four barrels are brought in.
- Bobwhite suppresses a minor panic attack, Beldon says, "Boy was orphaned in a barrel you gotta understand."
- They're closed into a barrel each, loaded into a wagon, and carted off.
- At some point, they go through a gate.
- Time passes, and eventually they hear and feel the telltale signs of being picked up off the cart and dropped.
- Bobwhite summons 'Possum. It's too dark to make much out, but he's able to scout a bit.
- Four cuts down to business and busts the barrel with brute strength.
- The lids of the others are easy to remove, once they see the trick.
- They are in a room. The tracks coming in are from the wall, which is dirt, not stone.
- Probably mold earth.
- In another wall are two doors, brass-bound, incredibly thick and with locks of exquisite craftsgnomeship.
- Bobwhite is pretty impressed as he picks one. It takes a bit to get the hang of, but eventually clicks open.
- The Boys start the routine. Pass without trace goes up and they peek hallway to hallway. Banner's darkvision gets a-probin'.
- One jolts Bobwhite with an electricity trap. They leave it to check other directions.
- Four steps into a room. C L I C K
- Gas pours out. He runs, the gas chases. Magic gas.
- They get pinned up against the lightning trap. Four wrenches it out like a hoss. They rush the hallway and are immediately stopped by a wall of force.
- Turns out there are a bunch, every ten feet, and they alternate positions every round. Thankfully, they also stop the cloud.
- They keep passing weirdly placed, exactly identical statues. They give them a wide berth.
- The boys come up to a hallway with a guard. Reasoning kicks in:
- This is a test, not a request to rob some random place.
- The guard is a Goose, so don't kill him. Also for other reasons, just specifically this is an important one.
- The rubric of judgment is probably based on non-detection, so also don't rough him up or otherwise leave traces.
- Addendum to the above, they need to fix the lightning trap.
- They decide to check other hallways. Beldon dispels the gas.
- Thankfully, it was a stinking cloud and didn't require a roll.
- META: It could have been much worse.
- Thankfully, it was a stinking cloud and didn't require a roll.
- They find a room with voices in it. It's small enough that they don't bother risking.
- Past the gas room (the trigger is a set of easily avoided panels in the middle), are more statues and a couple of hallways. They take the right.
- Halfway down, a room with a couple of voices in it. At the end, a room with obvious sounds of industry.
- They try the one at the end first.
- There's nothing in it. All the sounds come from an area in the middle.
- More reasoning:
- The effect requires major image, a third-level spell.
- Even though the sound requires major image, they also didn't include visual elements. The intent seems clear: this is a simulation.
- They're about to check another hallway and skip the other door when they notice a sign that says PRIVATE on it.
- A stealthy peek inside, and it's two people having dinner. Actual people, actual dinner, and actual furniture including, notably, a massive display of ornate and expensive flatware.
- Bobwhite summons 'Possum to check the room past, which appears to be a sitting room. On the other side of that is a bedroom that is too dark to explore with the hawk.
- They need a plan to get past the pair, and that is where the session ends.