Session Six Recap
Temple Exploration and Puzzle Solving
The session begins with the party interacting with a large mechanical turntable mechanism that rotates clockwise. The party determines that they can move thirty feet within a single “click” of the mechanism—roughly the equivalent of one combat round—allowing them to hop between different enclosures as the structure rotates.
As they explore the surrounding rooms, they encounter several obstacles.
- The Poison Box: In one chamber the party discovers a metal box. After checking for traps and opening it from a distance with Mage Hand, the box releases a spray of poison gas. Inside they find arcane circuitry and a small controller box that hums in rhythm with the temple’s rotating mechanism.
- The Lever Room: Another chamber contains a similar circuit box alongside two unmarked levers. Through experimentation they determine that the left lever stops the temple’s rotation entirely, while the right lever reverses its direction.
- Draining the Acid: Eventually the party reaches a room with a hazy, acid-filled floor and a locked iron door. By manipulating a lever and a large wheel located in a separate control room, they manage to drain the acid and raise the heavy iron slab blocking the passage.
The Cursed Armor
At the bottom of the drained acid pool the party discovers the remains of a corpse wearing a set of magical steel plate armor. The armor is dark and menacing in appearance, covered in spikes and jagged growths reminiscent of demonic-styled armor.
The party quickly determines several unsettling characteristics.
- The armor is cursed.
- It appears to function as both a boon and a bane to its wearer.
- Anyone who dons the armor may be unable to remove it afterward.
Unwilling to risk immediate consequences, the party chooses not to wear the armor and instead stores it in a backpack until its properties can be properly identified.
The Descent and Boss Battle
Passing through the newly opened doorway, the party descends a fifteen-foot staircase into a well-lit chamber lined with four pillars that periodically blast jets of flame every six seconds.
At the center of the chamber stands a large wolf-shaped entity accompanied by two dire wolves.
The creature communicates telepathically and identifies itself as Shusiva, described as the *Father of all Werewolves* within the world. It presents the party with a choice:
“Join me, or die.”
The party’s response is immediate and unequivocal, initiating combat.
Combat Highlights
- Silver Requirements: The party quickly realizes that the werewolves are resistant or immune to non-magical damage unless it is delivered with silver. Bludarious uses silver bullets while Grundel fights with a silver dagger and a silver boomerang.
- Mickle’s Tactics: Mickle casts Heat Metal on the silver bullets already lodged in the boss’s body, causing intense internal burning. He also activates a magical device that produces a high-frequency dog whistle sound, imposing disadvantage on the wolves’ attacks.
- Shusiva’s Escape: Bludarious lands a series of devastating shots that destroy a large portion of the boss’s skull. Instead of dying normally, the creature’s physical form collapses into dust while its essence escapes through a chute and disappears.
- The Minions: The party successfully slays the two remaining dire wolves after the boss flees.
Conclusion
After the battle, Mickle carves the words “Mickle was here” into the stone floor and fills the grooves with fecal matter.
Despite their victory, the triumph is overshadowed by a lingering sense of darkness emanating from the cursed armor stored in their pack—a palpable taint that every member of the party can feel.