January 22nd, 2017
Lost and Confused in the Proving Grounds
Continuing
Explorations of the Castle in the Sky
From
my left:
Nick playing Merrick, the human fighter with gargantuan issues
Nilo playing Arden, the halfling cleric who wishes he had more spell points or less often wounded allies
Zack playing Ahri, the elven magic-user who has yet to find something that her magic is not the equal of
Hunter playing Strix, the human magic-user and filth-monger whose emaciated physique makes her the perfect prybar apparently
Sarai playing Desorna, the elven fighter who is all too certain she's had to do stuff like this before
Chris playing Valandil, the elven spellsword whose recovery from illness only increases his desire for combat
and Catherine, by proxy, playing Ydee the half-elven thief who has had more than enough of YOUR CRAP.
Nick playing Merrick, the human fighter with gargantuan issues
Nilo playing Arden, the halfling cleric who wishes he had more spell points or less often wounded allies
Zack playing Ahri, the elven magic-user who has yet to find something that her magic is not the equal of
Hunter playing Strix, the human magic-user and filth-monger whose emaciated physique makes her the perfect prybar apparently
Sarai playing Desorna, the elven fighter who is all too certain she's had to do stuff like this before
Chris playing Valandil, the elven spellsword whose recovery from illness only increases his desire for combat
and Catherine, by proxy, playing Ydee the half-elven thief who has had more than enough of YOUR CRAP.
After
setting off the poison knockout gas that required them to sleep off
the effects in the granite orb room, the party awakened relatively
bright eyes and bushy tailed and ready for the next adventure and to
learn how the heck to get back to a familiar location. As the gas
door was the only door that they had opened and had not successfully
entered, they returned to the door and opened it again with Desorna
doing the honors. Once again the gas came pouring out, this time only
managing to put the two mages to sleep. The door was shut, the mages
forcibly awakened, and then Arden yanked open the door again. No gas
this time, which was curious, but at the end of the hall was a ladder
leading up to the floor above. Excited by the prospect of returning
to a higher level, and perhaps familiar grounds, the party ascended.
On
the level above, a hallway extended south and ended in a door. A
successful find traps showed that opening it would open a pit trap
under those before the door, but Ydee was able to jam it so it would
be safe to use for a little bit. Passing through the door they came
to a 50' by 30' room of many doors, six others in addition to the one
they entered through scattered somewhat evenly around the walls.
After some debate the decision was made to exit through the door in
the north wall in the northeast corner of the room. This led into a
switchback hall that went briefly west before turning north and
immediately back east and stretching into the distance. A door was in
the north wall almost immediately after the switchback, and the party
went through it.
The
area beyond was a short hallway back to the west with a chest sitting
alone at unused at the end. As the suspicious Ydee approached it to
check for traps, she was forced to dodge back as the chest took a
swing at her. The party charged the mimic and fairly quickly killed
it, then Merrick the Merciless cut it open and removed a lot of
treasure from its innards; mostly coins but several gems as well.
Then the party returned to the long hall.
Proceeding
further east the party reached an intersection. A short hallway went
north and there was a door on the south wall while the hallway
continued east. The door was attempted, but it was locked and Ydee
failed to open the lock. The party continued east where they reached
the hall's end and found a door in each of the south and the east
walls. The south door was opened first, and it led to another short
hall that ended abruptly. A message was scribbled on the end wall,
and the party read it and made note of it:
"For
the younglings out of their depth, here are your classical clues. If
you survive, you will owe us gold. Make sure you pay promptly, or
else! The Elders.
Proving
Grounds – DAD
Halls of Wandering – BAA
Chambers of Plague – CDC
The Center of Control – CAB
Since you've learned only half work, know that you must earn your ribbons three before the depths are opened! We leave that discovery to you, but once you are properly prepared, the next level is as follows:
Halls of Wandering – BAA
Chambers of Plague – CDC
The Center of Control – CAB
Since you've learned only half work, know that you must earn your ribbons three before the depths are opened! We leave that discovery to you, but once you are properly prepared, the next level is as follows:
The
Cells and Drakes - EGG
Ta ta!"
Ta ta!"
A
quick perusal made the party feel relatively certain that they now
had names for each of the first four levels, though the fact that
they might have been in rooms on a level called 'Chambers of Plague'
made them uncomfortable at the very least. With more information in
hand, they left this hall and prepared to go through the east door.
The
east door was fairly easily opened, but an unpleasant experience
waited on the far side as six ogres attacked the party. Quite a bit
of damage was dealt to and by the party before the ogres lay dead.
Luckily Ahri had slept two upon entering, otherwise the dire hit
point situation might have become much much worse! The bodies were
searched revealing some treasure, and then the room was searched,
revealing a panel that opened to show eight tuning forks and the
attendant hammer. Strix was instructed to play one of the three note
combinations that followed the names of the levels on the previously
discovered note but, in her panic of being under pressure, she just
flailed wildly at the chimes without any real method. Several of the
chimes made no sounds at all, but she ended up striking some
combination and the party found themselves in another room.
This
room had a door in each of the side walls. The northern door felt
like it was barred and the party could find no way to open it, so
instead they went through the other door. Luckily, opening it led
them back into a very familiar 50' by 30' room with seven total doors
around the exterior. Thankful for not being lost in some new expanse
of this gods-forsaken dungeon, they proceeded back down the
switchback hall to go north down the hallway across from the locked
door.
The
northern hallway was short and had a door in each side wall at the
end of the hallway. Using the right hand rule they opened the east
door and came into a 20' by 20' room. A rope stretched across the
room from the northeast corner to the southwest corner, and a deep
red tapestry hung from the rope to the floor where it seemed to be
attached. As Merrick tried to slice through the tapestry, a voice
from the other side greeted the party. Confused by this, a
conversation began, though Ahri attempted to go around the edge of
the curtain and vanished. Question led to the information that Ahri
had been teleported away. The voice from behind the curtain was
relatively happy to talk, though there were questions it said it
would not answer and others that it said it did not know the answer
to. Some information was gathered, and at one point an eyestalk
popped over the top of the tapestry to look at something when a
question was asked. The entire eyestalk thing made the party VERY
uncomfortable, but the voice remained innocuous enough, so they
parted on good terms.
Meanwhile,
Ahri had been blundering around in abject and absolute darkness.
Exploring with her hands led her to realize that she was in a jagged
hallway with many short turns, but she decided to follow it until she
came to something new. The darkness was so absolute that it had even
canceled the continual light spell on her staff. After a short
wandering she came to the end of the hall face first, with a thud.
Some fumbling in the darkness allowed her to discover that the end of
the hall had a wooden wall, which she realized was a door. A bar kept
the door shut, and no matter how she tried she could not lift it.
Following it to one end she tried to lift it there only to discover
that something was blocking the way. Another quick examination
revealed that a key was stuck in the door so pulling it out of the
door she was finally able to raise the bar. But, alas, even with the
bar gone the door was still firmly closed and locked. A few brief
seconds passed before Ahri remembered the key she held in her hand,
and with a quick use of that the door was unlocked and opened. She
stepped out into the dimly lit hallway and was surprised to see her
friends at the end of a hall twenty feet away looking at her with
equal surprise as she had come out of the door that the party could
not open earlier.
All
together again, the party went through the west door at the end of
the hall where they found another 20' by 20' room which seemed barren
and featureless, except for the various reddish and occasionally
greenish paint that had been smeared around the walls long ago. A
careful examination of the room led to the discovery of a slightly
raised center section of the floor. Ydee, after examining it,
demanded that everyone get out of the stupid room right then, or more
quickly than that, as there was some sort of horrific trap that could
cause those caught in it to have their blood spattered all over the
walls of the room. For once the party showed sense and left the room
immediately.
Retreating
back to the room of many doors, the party decided to try the western
door, which opened into a long north-south hallway. Proceeding south,
the party found the hall ended in another door which was quickly
opened to reveal a 20' by 20' room. A door was in the south wall in
the southeast corner of the room, and a pile of coins was scattered
around in the southwest corner of the room. Fearing treasure left in
the open, Valandil fired an arrow into the coins, scattering some and
causing others to creep closer on their own. The party found itself
under attack from several small clusters of what appeared to be gold,
silver, and copper coins. The gold struck first, spitting acid into
Merrick's face. The copper belched a cloud up into Desorna's face,
and the elf failed her save and collapsed unconscious on the floor
where a group of silver coins bit her. The battle continued with the
party attempting to crush as many 'coins' as possible before they
could do much more damage. Before they were all defeated it was
learned that the silver coins breathed fire. Finally the last coin
was crushed and Desorna was awakened. The creeping 'coins' were
revealed to be crustaceans similar to trilobites, though obviously
magical creatures judging by their breath weapons. The actual coins
were gathered and the creeping coins left crushed.
Through
the south door was a hall that stretched a short distance each before
turning north. Ydee noticed that the west end of the hallway looked
odd, and some excellent searching discovered the way to open the
secret door there. Beyond it were stairs leading up, but the party
determined that they would continue searching this level before
returning to the higher level. The north turn of the hallway ended in
a door after 30' or so, and opening it led into a 20' by 20' room
with a roughly 10' diameter pillar in the center of it. The party
hammered on the pillar and got back a somewhat echoing noise
indicating that it was hollow. As they discussed what to do, they
head a door close, and a mind flayer came around the pillar to attack
them!
The
flayer started with a psychic attack on Desorna. She failed the first
save but made the all important second save. She had a migraine and
penalties to all her combat values, but she was not dead. The rest of
the party attacked in a fit of sheer panic. The next round the flayer
grabbed Desorna by the throat and began squeezing as it tried to move
into tentacle range. The party attacked with a fury and with
remarkable successes as blades, beating sticks, and magic missiles
pounded the nightmare creature. The damage was enough that on the
next round the flayer tried to plane shift away with its victim, but
Desorna was able to resist and pulled free. The party's panic
remained, but at least their foe did not quickly reappear to
counterattack. Badly wounded and in desperate need of rest and
healing, the party returned to the tapestry room to further consult
with the whatever on the far side of the screen, and to see if they
could use the room to rest and recuperate. And there the night's
adventure ended.
Experience
points: 1270 each for the party, 635 for Ydee.
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