#lastDnDsession Resuming from where the party last left off, we made a short interlude to test moving to FoundryVTT since I felt it was a bit better (sadly we had some technical problems, I've filed some issues but until then it's Roll20 for now, I'll try again in the future).
Anyways, the party had some relaxing downtime, spent some resources to research curses and history before they were contacted by a quirky war cleric named Serena. Serena only speaks in third person. Serena informed the party that a nearby dungeon Serena was supposed to clear out was above Serena's paygrade, so Serena offered to join their very young mercenary guild in exchange for helping her out.
Most of that was pretty standard dungeon crawl for about 2 hours in which nothing of note happend (except a Monodrone lurking in the entrance of the dungeon).
Until the end, where they encountered two automatons similar to the one the artificer repurposed after an encounter months ago. One had a series of complex finger tools and it tried to merge with one of the party members (they are based of iron golems, with a lot less HP and can enter a creature to take it over, which preserves them but also leaves them conscious and unable to move on their own will). The other was repairing walls nearby, keeping them in a good state.
Going further in, only a single narrow stairways lead deep down, the air getting rapidly colder until they entered a large, ice-cold chamber, frost covering the ground.
A huge demonic creature was laying in the middle, blood flowing into four coffins surrounding it, one of the coffins had been opened an footsteps lead to the entrance of the chamber.
The party quickly managed to realize that most of the scenery was designed to look scary, no demons, just scary metal and stone. The red blood was a liquid that had the ability to freeze a creature for some time if they are exposed to it (it also remains liquid at below zero).
Furthermore, they found strange inscriptions in the opened coffin. >continued
The inscriptions were an image and some letters. The image was a round circle with a band going along it's equator. The inscription read "U S O S K O M O D O K ? R ? S ? ? 1"
The bard attempted to fireball the place after no more clues where found.
A click echoes through the chamber and before the spell goes off, an antimagic field covers the area, preventing any further magic to be cast.
They note three things; the red liquid functioned as before, so it was not magical.
The chamber didn't begin to heat up, the cold was not magical, nor was any of the lights and other humming and machinery in the room.
The golem the artificer had repurposed after finding it in some ancient relic place, also continued to function. As did the two other automatons upstairs. They were also not magical.
The artificer is probably now scared of their own golem.
That's why you don't steal ancient golems from random places, you never know what they are made of.
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