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Keys from the Golden Vault Session 18
Starring
Varrow, level 5 gnome Thief Rogue
Stayzie Diamondz, level 5 orc Champion Fighter
Elowen Fernwhisper, level 5 wood elf Circle of the Moon Druid
Chéri Powder, level 5 human Illusionist Wizard
Taveen, level 5 aasimar Warrior of Mercy Monk
Opening the doors revealed several clockwork soldiers inside the Abbey. One Enforcer immediately launches a sleep gas grenade at the party, causing Stayzie and Chéri to start feeling drowzy and incapacitated.
Stayzie is able to snap out of it, but Chéri stumbles backwards and passes out!
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Stayzie, Elowen (still shifted into a bear), and Taveen charge into the Abbey, finding more of the soldiers and hounds.
There’s a weird feeling when they cross the threshold of the entrance, where a statue of Callarduran stares at them, but everyone makes the CON saving throw to avoid the brief petrification.
What follows is a challenging battle for the party, as the hounds are able to clamp on and continually shock Elo-bear and Stayzie. Taveen uses Deflect Attack twice to avoid a similar fate, while Varrow stays outside hurling daggers.
The Rogue even hurls a dagger at Chéri to wake him up! The wizard is annoyed, but jumps into action, casting burning hands inside the building and just the right spot to avoid his friends (ahem, Varrow).
Elo-bear is nearly brought down, but she cleverly shifts back into her elf form and casts thunderwave to send the clamped hound reeling backwards, and putting space between her and its death-splosion.
Finally the last of the clockworks is brought down. Stayzie cuts open one of the soldiers and retrieves an unspent gas grenade (STR and INT checks!).
A robed gnome magically materializes out of a stone wall, thanking them for saving him. He introduces himself as the Abbot, Kavoda. He was unable to escape during the evacuation, but his magic skills allowed him to hide. Unfortunately, the clockworks are relentless, and the Abbey is no longer a safe place to hide.
Still, he offers them a chance to short rest and heal their wounds.
When the party explains why they’re here, he wishes to join them. Rescue was his goal, but perhaps helping the party save the town from the Overseer is what Callarduran has called for him.
He offers Chéri several magical scrolls, and shows the party where some holy water vials are kept (though he doesn’t expect they’ll find any fiends or undead).
Moving onto Turbine Heights to the east, the party discovers a much more dangerous district, though not because of clockwork soldiers. The entire district is bathed in obscuring steam, the lights are flickering, and the metal tower of the power station is firing bolts of lighting indiscriminately around the streets.
Something is definitely wrong here!
Live post-session discussion:
Next session: Turbine Heights!
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