February 12th, 2017
Still Somewhere in the Proving Grounds
Even
More Random Meandering Through The Halls Of Wandering
From
my left:
Nick
playing Merrick the human fighter and “I can feel the rage
building.” debtor
Nilo
playing Arden the halfling cleric and one who dreams of being alone
and happy
Chris
playing Valandil the elven spellsword and “Only One Hit Per Night
So Make It Count” lucky charm
Sabre
playing Desorna the elven fighter and wheezy gigglebot
Hunter
playing Strix the elven magic-user and “I shouldn't be so pretty”
urchin
Zackery
playing Ahri the elven magic-user and burgeoning firemage
and,
as always, by divine fiat, Catherine playing Ydee the half-elven
thief and “Pay me or kiss my leafy green ass.” mercenary
The
adventure once again began in Ivy's room. The party spent an entire
day resting and relaxing so Arden could sleep, heal all their
ungrateful butts, and then sleep again while dreaming of a quiet
hobbit hole with plentiful food, a pipe, and no visitors ever. This
also allowed those characters who had reached new levels of
experience to gain the basic gains of a level: new hit points, new
spell points for those who used such things, and (for those reaching
an even numbered level) better saving throws. The rations were
consumed and rest was had before the party left to explore new areas
and discover new secrets.
Heading
south then west, the party returned to the Big Room With Many Doors ™
and decided where to go next. Through the east door was the
decision, the door was opened and the journey began. A short hallway
was on the far side which opened into a 20'x30' chamber. A door was
opposite the way they entered, and there were writings all over the
walls, floor, and ceiling. The far door led to a space of absolute
darkness, and the party was too fond of their remaining items with
continual light on them to risk having the spells canceled as Ahri's
had been previously. The door was quickly shut and they turned their
attention to the written words. The written language was unfamiliar
to the party, so Ahri cast read languages and began to read it. It
seemed to be some sort of demonic tongue, but the words seemed
nonsensically strung together. As she read it aloud to the rest of
the party, Merrick (always knowledgeable when it was too late) began
to recognize a pattern to the words. It was determined to be a spell
just as the spell activated and the party found themselves standing
in an area of complete darkness. Curses!
Some
time was spent stumbling around before the party found a the opening
which led out of the area. Following the right-hand wall, the party
continued onward through the inky darkness. After a surprisingly
brief walk the right hand wall felt rough, like wood, and the party
opened the door that they had found. Walking through they found
themselves in an area that did not match up with their previous maps
as far as they could tell. The darkness was not so dark and Strix's
lantern was lit so the party could continue onward.
The
area they had entered was the corner of a hallway with the hallway
stretching off ahead of them and off to their left. The usual
right-hand rule took precedence and they went down the hall before
them.
Thirty
feet down this hallway it came to a dead end with three doors; one to
the left, one to the right, and the third straight ahead. Continuing
with the right-hand rule, they went through the door and came into a
30'x30' room. The door they entered through was in the center of the
wall, and an additional door was in the center of each of the right
and left walls. Opening the door in the center of the right hand
wall showed absolute darkness on the other side, so the door was
slammed shut and ignored as quickly as possible. The door opposite
was then opened which revealed another hall stretching off into the
distance. Just before the twenty foot mark a door was visible in
each side wall, and after these the passage branched off to the left
and continued ahead. The right door took precedence again, and it
entered into one end of a hallway that stretched off to the left
where it turned a corner to the right after 20 feet. Secret doors
were searched for, and one was found at the end of the hall to their
immediate right.
The
secret door was opened revealing a 10'x10' room with two levers built
into the wall opposite the door. Both levers were in the up position
and though the party played with them for a bit, even going back to
open the door to look into the area of absolute darkness to see if
anything changed, nothing seemed to be different. After a while of
tinkering the adventurers grew tired of such games and went down the
hallway opposite the secret door instead. Proceeding down the
hallway they turned the corner to see that the hallway only went 20
more feet before dead-ending, but at the dead end was a short pillar
with a small coffer on it. The majority of the party advanced down
toward the coffer with expectations of another mimic while Desorna
and Ydee hung back. Valandil carefully opened the coffer to reveal a
silver ring inside, but as he picked it up a chain that it was
attached to was pulled. A clattering crash came from behind the
party and they turned to see that a portcullis had fallen sealing
them in the hallway. Desorna had jumped toward the party and Ydee
back away from the party in attempts to avoid being caught under the
portcullis. Luckily this meant that Ydee could go back and use the
levers to raise the portcullis again.
Once
the party was freed, and Valandil had pocketed the ring after
breaking it free of the chain, the party returned back to the other
hallway and went through the door on the opposite wall. Inside were
four wild-eyed and somewhat odd looking berserkers with their battle
axes waiting to attack the group. Strix, who had opened the door,
was terrified by the appearance of these slavering wild-eyed madmen
and ran away as fast as she could. The berserkers were difficult
opponents, but the party was finally able to put them down. Arden
discovered that the axe blades seemed to have some sort of corruption
on them, and Merrick handled cleaning the axes by imbedding two of
them in the chests of those who had been wielding them moments
before. The axes were nothing special, so they were left behind.
The berserkers had no funds on them, so they were left to rot where
they were, and the party was left to wonder where Strix had gone to.
Strix
had run wildly down hallways taking turns without paying much
attention until she all but ran into a huge creature. Panicking, she
wildly cast burning hands at it, singing its skin, and it hit her
with a massive paw, clawing her ribs. Whipping off part of her
raggedy clothing, Strix wildly threw it over the beast's head and ran
off again, keening in fear. Making random turns again, she managed
to blunder back into the party that had gathered outside the
berserkers room. She gave wild descriptions of the thing she had
faced, but if not for her badly injured ribs the party would have
been very tempted to disbelieve her.
Looking
back down the hallway outside, the party decided to take the
left-hand passage at the next intersection since this wasn't the
direction Strix had come from and no one was enthused to go hunting
some giant creature. This hallway went 30 feet before it opened into
another chamber that was 20' across and 30' wide with hallways
exiting the chamber left and right at the far corners. Right-hand
rule took precedence again, and the party ventured down the hallway.
After just ten feet there was a door on each side wall, and the
passage turned to the right immediately after the doors. Right-hand
rule said through that door, and through it they went!
Behind
the door was a 20'x20' room with a web filled alcove in the north
wall in the northwest corner and a door in the far wall next to the
alcove. Strix, deciding some webbing would add to her ragamuffin
dishevelment, went to take some webs for herself. The humongous
spider within the 10'x10' alcove tried to take a chunk out of Strix
for her daring. Strix was luckily missed and she dodged away while
the rest of the party moved to attack the spider. Though the webbing
was an impediment, the party quickly hacked the spider to death
before Merrick grabbed its corpse and threw it on Strix as Valandil
burned away the webbing to make it easier to search the alcove.
Three corpses were found within, all with long-ruined gear but still
useful coins. Strix managed to find a dagger in the belly of the
spider. Though the blade looked weak and heavily pitted as if from
acid in the beast's stomach, the hilt of what looked like a dragon's
leg with open and curved talons was appealing. One of the corpses
had an empty dagger scabbard on their belt which the dagger seemed to
fit into, and Strix had a new weapon of sorts.
After
the party finished their searching they went through the door next to
the alcove and found themselves in another 20'x20' room with a
10'x10' alcove on one side, like the previous room, just turned 180
degrees. The alcove to their immediate left was empty of anything
but a lever on the far left wall, and there was another door in the
left hand wall on the other side of the alcove. As the party started
to search the room, Strix went into the alcove and pulled the lever.
When she did so the pit trap in the 20'x20' section of the room
opened, and while several of the characters managed to leap to safety
the two heavily armored fighters plunged into the pit. They took
partial damage as their fall was somewhat cushioned by the widespread
gelatinous cube that covered the entire floor, but this was not
necessarily a good thing because gelatinous cube. Merrick
faceplanted and failed his save, while Desorna made hers.
Unfortunately, with no easy way out, she soon failed a save as the
cube attacked her repeatedly and she joined Merrick limp and slowly
being absorbed by the cube.
Meanwhile
the rest of the party had not been idle. Though Ydee couldn't do
much as her bowstring broke the others did their best to deal some
damage and kill the cube, finally succeeding before the two fighters
were absorbed and devoured. Valandil managed to lasso and retrieve
both of their paralyzed bodies, and once that was done Strix closed
the pit again so the party could regroup and healing could happen.
Then the cube was somewhat burned and its remains sifted for
treasure.
Once
the paralysis had worn off, the party passed through the other door
and into a zig-zagging hall. They left the zig-zag by going ahead
and to the left, finding themselves at a dead end with a door
straight ahead quickly enough. Opening the door revealed a hallway
to the right and another straight ahead with a door immediately
visible on the opposite wall down the right hand passage. Quickly
passing through that door they found a 20'x20' room with a mind
flayer in it, and the attack was on!
Luck
was with the party, and though Merrick's beloved helmet was removed
and crushed by the flayer as it tried to dig for his brains, the
flayer was slaughtered astoundingly quickly by the group, with Ydee
making the killing blow as she drove her magical dagger into the
flayer's neck. The flayer's psychic scream as it died overloaded the
synapses of Strix, Ahri, and Desorna causing them to collapse
unconscious to the floor. Meanwhile an intellect devourer had been
drawn to the site by the dying scream and it found the unconscious
mages easy to feast upon as it stole spell points from them, and from
the still active Arden and Valandil. The decision to hack the
brain-dog to pieces was easy for the group, and they dealt quite a
bit of damage to it, especially since they all made their saves
against its slow spell. In an attempt to save its own life, it again
turned invisible and managed to escape at a high rate of speed.
Cursing at the devourer's ability to escape, the party searched the
flayer's body and took the goods from it, including coins, a pair of
potions, and a ring that Valandil put on with no apparent effect.
That completed, they continued down the hall.
The
hall only went an additional ten feet after the door before it ended
in a 'T' intersection with right or left hallways. Without even
giving a look to the left, the party went right and after 20' the
hall ended with a door on the right hand wall. Right hand rule made
it easy, and the party entered a room to find two more mind flayers
on the other side! Battle was quickly joined and Strix managed to
successfully reduce one of the flayers fairly quickly. With all the
delicious brains out of reach, the mind flayer decided to leave and
it plane shifted away. Its companion, who was preparing to try to
dig into Merrick's skull, was not happy about being abandoned, so it
tried to shift away too and take the fighter with him. Merrick broke
free and the flayer left without its dinner.
Frustrated
by his impotent fury at not getting to kill stuff, Merrick searched
the otherwise empty room like a man possessed and managed to find not
one but two secret doors; one in the left hand wall in the near
corner and another in the far wall in the left corner. The closer
secret door was opened, and the party passed through into the corner
of a 30'x30' room with an opening in the center of the left hand wall
and a deep green diamond-shaped mosaic in the center ten feet of the
room. One by one, party members stepped onto the mosaic and
vanished, all appearing again in the center of the aforementioned Big
Room With Many Doors ™. The decision was made then to open the
easternmost door on the south wall and explore what was behind it.
This
door led into a 30' wide by 50' long room with plain Ionic columns
about a foot in diameter in the center of each 10' square on the map
along each side wall. At the far south end of the room was a door
with an odd lock plate in the center of it and no apparent way of
opening it. Merrick, still possessed by the madly intuitive spirit
of unrequited murderous fury, managed to discover that the second and
fourth sets of columns had a section that rotated around the center,
and with some wild and yet maddeningly instinctive cunning managed to
rotate them just so to allow the door to unlock and open. Because
rolling enough natural 20s in a row is even better than actually
thinking things through or, Gods forbid, going in search of actual
information.
Beyond
this door was a 20' deep by 30' wide room with walls that looked as
if they had been painted to represent the patterns that might be
formed by a technicolor wind blowing past. More madcap searching
revealed a secret door in the center of the south wall, and some
random fumblings opened it to reveal a 10' by 10' room with a door in
each side wall. The eastern door was covered with a floor to ceiling
image of a bear, with a small bear-shaped inset in the center of it
where an icon of that shape might fit. The western door had the
image of a frog on it, and a small frog-shaped icon in the center of
it where an icon of that shape might fit. Since the party had
neither of these icons, frustration led to random acts of violence
and Arden attempting to squish Strix's toad familiar into the
frog-shaped icon space in the western door without any luck.
After
some time and several DM hints that were not useful apparently (COME
ON! EYES! EYES IN THE PATTERNS OF THE WIND ROOM! EYES! LIKE THE
THING BEHIND THE CURTAIN! OH. MY. GOD!!!) the party finally got
the hint from Ydee that perhaps asking Ivy would be an idea,
especially since she had imparted some information previously. Dur
dur dur dur dur. Dur. Thus, the party returned to Ivy.
Anyway,
DM angst passed and Ivy told the party that there were two creatures
on the level that possessed the icons; a huge owlbear to the south
and a frog beyond the area of darkness. The party wanted no part of
the darkness, except for Ahri who said “I know how to get into the
darkness!” and tried to get behind the curtain, which did teleport
her to the darkness. The rest of the party decided that they could
easily follow the passages they had taken before and get to the south
more easily than they wanted to fool with the darkness. So off they
went weaving through the hallways in search of the southern part of
the map.
Since
the hour was growing late the DM skipped rolls for wandering monsters
or even placed monsters in some of the rooms and let the party go
south.
Continuing
south to the intersection just north of the room that teleported them
to the arena, the party headed east down the hallway. After 30' they
came to a four way intersection with one passage heading north for
ten feet before opening into a chamber, one going east for 20' before
ending in a door, and the other going south for 20' before reaching a
dead end with a door in each side wall at the dead end. The party
went north to explore the chamber.
The
chamber looked to be 20' deep by 30' wide with a floor to ceiling
tapestry all around the walls which touched Desorna on some primitive
instinctive avoidance nerve so that she didn't want to enter the
room. As the party entered and began exploring, two animated stone
statues came from behind the tapestry out of 10'x10' alcoves on
either side of the entrance and attacked. Desorna overcame her
avoidance issues and charged in to join the combat. Soon the statues
were rubble on the floor and the party could explore further. The
tapestry was of pastoral and woodland scenes, though there seemed to
be several mostly hidden bears in the tapestry and an oddity that
looked like a large frog back rising in the center of a pond.
Nothing else of interest was discovered, and the party returned to
the intersection and took the east passage.
Beyond
the door at the end of the east hall was a room 20' across by 30'
north to south, with the party entering in the center of the west
wall. A passage left the room north and south in the northwestern
and southwestern corners of the room. A written message on the east
wall unhelpfully informed them “You are mistaken.” The party
took the north hall which came to a dead end after 20' with a door in
the right wall at the end. Opening the door they came into another
20' east-west by 30' north-south room with the party entering in the
center of the west wall and a door on the east wall in the northeast
corner. The floor had piles of scat on it that looked like they were
from some large animal. Feeling that their quarry was close, the
adventurers continued through the door in the northeast corner.
Beyond
the door was a hallway that went 20' before opening into a chamber.
In this chamber was a gigantic owlbear and combat was initiated. The
'bear seemed to remember the scrawny mage who had set it on fire
before, and its grudge led it to hit Strix HARD, dropping her to -1
hit point. Arden stabilized Strix as the battle raged, and then
leapt in to join the attack. Before it was over all the party had
been injured and Desorna was unconscious having been dropped to 0 hit
points. The party took the bear icon on a chain from around the
beast's neck, and Arden used the last of his spell points to power
the tome and heal them all enough to be able to straggle back to
Ivy's room. But before doing so, Arden felt the urge to go out the
hallway in the west wall just south of the one they had entered
through. It went ten feet then turned south after that and after
another ten feet it entered a 30'x30' room. Another hallway left the
room to the south, but lo and behold the eastern exit led to a flight
of stairs rising up to the floor above. The party had been here
before, and so had found their way back to the first floor and the
way out of the Proving Grounds. With only a day or two before the
teleporter stopped working until the next month, finding this exit
was of the essence and the party was thankful for it.
There
the adventure ended for the week, and the party straggled back to
Ivy's room. Experience for those who might be remotely interested
was 1,938 for everyone who isn't Ydee and 969 for Ydee.
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