January 29th, 2017
Somewhere Under the Castle in the Sky
As the Party Continues Their Meandering
Through The Halls of Wandering. Still. Always. Eternally.
From
my left:
Sarai
playing Desorna the elven fighter and Unwilling Abuse Toy (TM)
Hunter
playing Strix the elven magic-user and Purple Hole of Spiraling
Damnation
Zack
playing Ahri the elven magic-user and Double Barreled Force Shotgun
Nilo
playing Arden the halfling cleric and O.M.G. I AM NOT AN ENDLESS
HEALCANNON Rage-o-matic
Nick
playing Merrick the human fighter and "What Just Happened?" Kung-Fu
Action Figure
Christopher
Allen Poe playing Valandil the elven spellsword and Skilled
Translator
and,
by divine fiat, Catherine
playing Ydee the half-elven thief and Eternal Frustration
Robot.
The
adventure began within the room of the creature now called Ivy as the
party awakened from their somewhat rough night's sleep. Though
somewhat stiff and sore the party was relatively refreshed and ready
to go.
Exiting
the room with farewells to Ivy, the party headed back to the room of
many doors and through the west door. Having taken the hallway south
previously, they went north to see what lay in that direction. After
a fifty foot journey the hall ended in a door. Opening the door
revealed a thirty by thirty room with a door in the center of each of
the west, north, and east walls, and three doors total in the south
wall, the party having entered the room through the center door. The
other two southern doors had bars on them preventing them from being
opened from the other side. The door in the southeast corner matched
up to the door in the northwest corner of the room they had appeared
in after Strix had flailed away at the chimes, so they ignored it
completely. The bar on the door in the southwest corner had swollen
from moisture, so it was difficult to open, but they managed it and
passed through.
On
the far side was a twenty foot wide room that stretched into the
darkness to the south. Desorna and Ydee both heard a sound from that
direction that was much like crunching bones. Desorna was on a mind
to go anywhere else, but the rest of the party explored south to see
what they could find. As they moved closer the crunching noise
ceased. Once their light showed far enough they could see the end of
the fifty foot long room and the odd nest-like lair that had been
constructed there from rubble. As they came closer, the monstrosity
within burst out and attacked, knocking Valandil aside and sending
his torch falling to the ground. The monster revealed in the
continual light of Desorna's staff was over 8 feet tall and looked
like a cross of a bear's body and the head of a wolf mixed with a
lion. The paws were more leonine as well, and the slavering creature
put them to good use in the battle, grabbing Desorna with both and
pulling her close so it could chew on her shoulder. The party
finally killed the beast and took the coins and odd tribal-looking
necklaces they found in its lair. There were no other visible exits
out of this room, so they searched for secret doors and found two in
the west wall, one at the twenty foot mark and one at the forty foot
mark. They opened the southernmost and found a corridor going
further south.
At
the forty foot mark of the hallway there was a door in both the east
and west walls. The hallway continued ten feet past the doors before
ending. Though a search was made, no secret doors were found at the
end of the hall so the party returned to the east door and passed
through it.
Inside
this room were a trio of small dust devils that seemed to be made of
sharp metallic shards. Having faced such things before the party
attacked with confidence and with some success, rendering the things
inert and scattered across the floor. A quick search found three
gems that Strix theorized had contained the magical spark that
animated these things. A door in the south wall beckoned them
further, so they progressed through.
The
floor in this next room was scattered with shards of metal which
quickly formed themselves into a much larger hurricane of slashing
metal bits. The battle here was much tougher but the party was
successful, helped by the brave Valandil sticking his hand into the
maelstrom to deliver the shocking grasp that damaged it badly. The
large gem that was this creature's spark was collected from the
rubble, and the party cautiously moved on through the door in the
west wall.
The
door entered into the northeast corner of a twenty by twenty room
with an additional door in the east wall in the southeast corner, a
door in the north wall in the northwest corner, and a door in the
south wall in the southeast corner. The second east door was opened
first, and it revealed a ten by ten foot room with a lever on the
east wall. Ydee detected a trap; a pit trap in the floor that
pulling the lever would open. Desorna was still curious what pulling
the lever would do so Ydee managed to temporarily jam the trap while
Valandil tied his rope around the lever and pulled the rope from the
previous room. Nothing else happened, so the rope was retrieved and
the wanderings continued through the south door.
The
hall beyond the door went south for thirty feet before a hallway to
the east diverged from the southern passage at the forty foot mark.
While the rest of the party waited at the crossroads, Desorna went
down the east hall to map it out. The east hall went for forty feet
before it ended in a door, with another door in the north wall at the
twenty foot mark. Though the doors were appealing, the party decided
to continue further south.
After
another twenty feet south another intersection occurred at the thirty
foot mark with another hallway heading east. A glance down this
hallway revealed that it went only ten feet before opening into a
chamber filled with mist. Entranced by the mist, Strix ran in and
sat in the center of the twenty by thirty room. This proved to be an
unwise choice when the nearly two dozen stirges began moving to try
to suck her dry of her blood! Panicked, and spurred to quick
reactions by her panic, Strix quickly downed the potion of gaseous
form she had and blended with the mist, much to the stirges'
frustration. Moving quickly up to attack, Ahri cast her burning
hands spell, killing half a dozen of the stirges in one flash of
flame. Many of the stirges decided to get their revenge on her, so
she backpedaled quickly so the stirges wouldn't all attack her,
though half a dozen still did so. The flashing blades of the fighter
types and the flying flail of Arden and the magical dagger Ydee
wielded quickly reduced their numbers, though the stirges quickly
reduced the hit points of the party. Finally they all lay dead, the
coins scattered across the floor in the room were gathered, and the
party began to explore. A wandering monster roll was made, and
nothing seemed to happen, but then Strix, Ahri, and Valandil had some
of their spell points filter away. A quick search revealed nothing
much until Merrick saw a small hunched quadruped roughly the size of
a medium-sized dog in the corner. On closer examination the thing
was fiercely muscled but its body simply looked like an oversized
brain. It attacked Merrick physically and tore at him with its
strong claws. The rest of the party moved to attack and the
intellect devourer cast a slow spell on the party. Four party
members failed their saves, leaving only Desorna, Strix, and Ydee
able to act normally. The party, even with most of them at half
actions, still managed to do severe damage to the thing, and it
finally turned invisible and vanished through the mist. Unsure of
where it went and when or how it might return, the party left and
continued south along the passage.
The
hall continued ten more feet south before it turned a corner to head
east. Just after the turn there was a four way intersection. The
north hall went ten feet before coming to a dead end, though some
words were written on the wall at the end of the hall. The east hall
went thirty feet before seeming to open out at the edge of the light,
and the south hall went twenty feet before ending in a door. The
written words at the end of the north hall drew the party's
curiosity, so Desorna went to read them and stood there reading them.
Merrick followed her after a bit and stopped to read them too.
After a while of their motionless reading, another fell into the
word-trap and was paralyzed. Strix tried to use the last of her bag
of flour and vinegar to make paste to fill in the words with while
not looking at them, and Valandil put a sack over Merrick's head to
try to break the spell. After a while the frozen made their saves
and were able to leave the magical trap behind.
Leaving
the time and energy trap behind the party moved south and through the
door where they found themselves in a thirty by thirty room with a
door on the south wall that was identical to the exit from the
Proving Grounds, though it had something written on it in magical
script. Valandil cast read magic and read “The Door to your Doom.”
He reported to the party that it said for them to enter. They
muscled it open and there was a bright flash of light and they were
somewhere else entirely.
The
room they found themselves in was a fifty foot diameter circular
room, and they were standing in the center of the room. The walls
seemed to glow very faintly and then there was a clang and they saw a
hugely muscled creature moving toward them at a lumbering run. It
was an umber hulk, and it was in a fury. The party went into full
kill-it-quickly mode and managed to down the thing fairly fast,
though Desorna got savaged in the process. Once the umber hulk was
dead there was another flash of light and the party found themselves
back in the same room with the Door to Doom before them. With spell
points between low and nonexistent, the decision was made to return
to a place where they could rest and recover. And there we paused
for the night.
Experience
points for those who are interested: 628 for Ydee, 970 for Merrick
(who missed the first fight completely), and 1,242 for everyone else.
And if you want to spend a whole day resting up instead of just 8
hours those who may have made a level can roll for new hit points,
gain new spell points, and possibly increase saving throws. Doing so
would take time and would reduce your rations awful quickly, but it
would potentially give Arden a chance to regain a lot of or all of
his spell points, burn through all or most of them on healing, and
then rest again to regain more spell points.
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