Return to the main hall
Alzar is at a large hallway and there are wooden door sot the left that he heads too, but they are barred on the other side. He would need a silent way to penetrate them. How about fire? He uses a charge from the Wand of Fire to light the doors.
There is a huge one-festive hall with now in ruins, with a large pillar in the middle, and then multiple exists. Alzar moves and there is a giant dwarven statue golem in the middle. Alzar moves to it.
They begin to attack each other:”
Dwarf Statue - AC-3, 75 hp, needs 11 to hit, 4d8 in one punch ( I really amped the power of this thing)
Random.org
Alzar wins in four rounds and took one hit for 19 damage
7500 XP
The statue leaves behind:
The Golem’s Heart - a gem worth 6000 GP
Cross off event M
Alzar is cleansed from the pillar’s and gains 2d6 hp of healing after investing it. Then he heads south Alzar finds a corridor with a bunch of bats, and then he slays them quickly. Then there are some moldy scrolls, and a yellow mold at the end.
8 moldy and illegible scrolls
He can fix them up later
Alzar finds a locked door in a hallway off the main chamber and uses a vial of acid to open it. There’s nothing here though - totally empty. Eight red worms are in the next room though and they each have 2+2 HP. Alzar drops them with a Blastbones spell
1600 XP
There is a small metal box in the room, and a little melted from the hit blood of the red worms here. Alzar breaks it in with a document covered with rosh and fire marks, and some runes. It’s mostly illegible (check our Inscription 9 to make sure) Alzar store the box in his Bag of Holding, again something that can be repaired later.
1 ancient and locked dwarven tome
Alzar returns to the chamber with the dead golem and chooses a different door.
|