March 5th, 2017
The Hidden Treasure Chambers
Further
Explorations of the Hidden Citadel
The
adventurers of the day:
Matt
playing Nova Halfnote III, halfling cleric and short term healer
Nick
playing Merrick, human fighter and boundless fountain o' rage
Evan playing Bard Ike, human bard and practitioner of random songs and mule-friend
Evan playing Bard Ike, human bard and practitioner of random songs and mule-friend
Chris
playing Deckard Stormfallow, human fighter and ranged golem slayer
Sarai
playing Desorna, elven fighter and occasional problem child
Zack
playing Ahri, elven magic-user who is knock, knock, knocking your
door
And,
by divine fiat once again, the DM playing Ydee, Catherine's
half-elven thief and “You owe me more for all I have to do.”
The
party began in town after slowly half-dragging Desorna back from the
citadel after her reduction to -1 hit point. After slightly more
than two weeks spent resting up and training for her fifth level, the
party was champing at the bit and ready to go again. But a lot had
happened in the meantime, much of it confusing and just bizarre.
Deckard,
using his superior intelligence, decided that finding a way to ground
the statues so that they would be unable to electrocute the party
would be of great assistance for the next go round. Thus he went to
the metal smith and commissioned a 25' length of braided copper wire
as big around as his wrist. The metal smith was curious what such
extravagance would be used for, and he understood enough of the
concept to grasp the use. He collected a good sum and began
crafting. Once the very heavy cable was complete, the party bought a
mule to carry it, since it was significantly heavy, and prepared to
return.
The
group had lost a few of its previous members upon their return to
town. Rowena decided to go and stay in studious contemplation after
her experience in the dungeon with those whackjobs. The party
decided to look for replacements. Merrick was found sitting in the
tavern moodily sipping bad ale and talking with a young human bard
that he had met upon his return, so Merrick rejoined and brought his
new friend Ike with him. On one of his journeys to discuss the
principle of shorting out the electrical trap with the clerics of the
church, Deckard was told that there was a young halfling cleric that
was looking for a bit of adventure so he could better understand the
adventuring life. As they were a cleric short, Deckard brought Nova
back to meet the group. With Strix determined to stay in town to
find a way to remove the curse of cleanliness from herself, the
remainder of the party returned to the citadel with their heavily
laden mule.
Once
they were back to the edge of the cliff at the citadel, they realized
a minor flaw in their plan, namely that the heavily laden mule
couldn't climb the very steep cliff. They searched around until they
found the old and overgrown switchback trail that led up to the
clifftop and took the mule carefully up that way. Once they found
the cave to the easy entryway they were stymied by how to get the
mule into the dungeon, as the heavily-loaded mule was not about to
try to descend the stairs. The fighters unloaded the cable and
planned to carry it down and through the dungeon while Ike cast
animal friendship on the mule and told it to stay close so they could
find it when they came back out.
Down
into the dungeon they descended with Merrick struggling along under a
couple of hundred pounds of copper cable. At the bottom of the
stairs they went south into the octagonal entry room. Deckard went
into the brazier room and wrote his name in blood on a piece of
paper, then tossed it into the brazier where a hand of coal and fire
grabbed it, burned it to ash, and then sank out of sight in the coals
again. With this oddity done they slowly and carefully weaved their
way through the dungeon. A couple of times Ike was certain he heard
footsteps, and the second time he saw a flash of movement by Desorna.
Upon being told of this, Desorna noticed that her silvered battleaxe
was missing, and Merrick noticed that he had lost his silver dagger.
Frustrated by the thieving whatever-it-was that was stalking them
through the halls, the highly watchful party continued on.
When
they reached the room of lightning statues, Deckard entered first and
alone. The arcs of sparks and lightning flashed from statue to
statue but did nothing more. After some basic experimentation,
Deckard wrapped the cable around one of the statues that blocked the
far door of the room. Then Merrick and Desorna went in to try to
encourage the statues to fire of their lightning storm. They were
successful, and the arc flared brightly, blinding Merrick and
Deckard. The cable had the desired result as it grounded the blast
and the electromagnet effect on the heavy iron-bound door caused it
to swing open. Beyond another room could be seen. The cable had
melted to slag and was unrecoverable.
The
next room was 30' wide and 40' long with chests along each side wall,
eleven on each side. All of these chests were locked but not trapped
and after a long while spent working, Ydee had managed to open 16 of
the 22. Each of these chests were empty when opened, though the
third and the ninth were each discovered to have secret compartments
in the lid which contained a clerical scroll of three spells and a
necklace respectively. Trying to continue the numbering plan the
party planned on searching the interior lids of numbers fifteen and
twenty-one, but these were two that Ydee hadn't been able to open.
Merrick, always a straight-forward thinking man, attempted to bash in
the lid of number fifteen, but only set off an explosive trap and
didn't even dent the chest. Ahri was convinced to cast knock spells
on these two and she did so, revealing empty chests with secret
compartments in the lid. These two contained a druid scroll of three
spells and a lovely ring which Merrick (who never learns lessons)
immediately put on. It was a cursed ring of strength +1 with a curse
of delusion. This curse would result in several odd and
uncomfortable experiences for the long-suffering fighter, but they
did make his life more interesting.
At the far end of the room the party located a secret door in the south wall. It was not openable, even with a knock spell. Frustrated by this, the party figured that there must be a solution in one of the four still locked chests. Ahri cast four more knock spells and the chests were opened. All the chests were originally empty, but as the last was opened there came the sound of coins being poured out as hundreds of copper coins cascaded into each chest from nowhere, starting at a height of about three inches above the top of each chest. It took some time and some fiddling before the party realized that having these coins in the chests opened the secret door in the room. Sure enough, a gentle push on the door and it swung open revealing another smaller room with six footlocker-sized chests against the far south wall.
At the far end of the room the party located a secret door in the south wall. It was not openable, even with a knock spell. Frustrated by this, the party figured that there must be a solution in one of the four still locked chests. Ahri cast four more knock spells and the chests were opened. All the chests were originally empty, but as the last was opened there came the sound of coins being poured out as hundreds of copper coins cascaded into each chest from nowhere, starting at a height of about three inches above the top of each chest. It took some time and some fiddling before the party realized that having these coins in the chests opened the secret door in the room. Sure enough, a gentle push on the door and it swung open revealing another smaller room with six footlocker-sized chests against the far south wall.
Exploration
showed that each of these was triple locked and, after an inspection
by Ydee, they were discovered to each be trapped in triplicate. Ydee
was able to disable the traps on five out of the six chests and open
the locks on three of the four chests, failing only on the still
trapped chest and one other. The open and cleared chests were
searched and a variety of bounty was added to the party's treasury of
items. Then it was decided that Ahri would cast knock to open the
locks on the trapped chest, and then Deckard stood behind the trapped
chest and opened it so he was hopefully out of range of the trap.
The
first trap was a toxic knock-out gas trap with a very difficult save.
Only Deckard made his save and the others fell into a deep dreamless
sleep. Almost immediately after this, the second trap, a summoning
trap, brought an angry gallium golem to fight. The golem quickly
descended on Deckard, moving at an unnaturally fast speed for a
humanoid that seemed to be made purely of molten metal. It chased
Deckard from the room before returning its attention to the collapsed
form of Desorna. Deckard attacked it at range with his long bow
before it could completely destroy Desorna's armor. The golem
destroyed Deckard's +1 shield and badly damaged the fighter before
Deckard finally killed it.
As
Deckard reentered the room where the rest of the party lay sleeping
he saw a smallish figure poking around the bodies of his companions.
As Deckard watched, the impish creature took Desorna's battle axe and
seemed to easily put it into something the size of a coin purse.
Deckard charged it, but with a bamf
it vanished. No one had been hurt, but when the party members
reawakened they realized that more than the elven fighter's axe was
gone. Ahri had lost two of her spellbooks to the thieving brat. A
solemn vow was made on the spot to find this little bastage and kill
it, but where to look?
The
little thief had confiscated several of the items that the party had
reclaimed earlier from the chests which was frustrating, but after
Ahri used knock to open the fifth chest some more loot was acquired
by the party.
After
the events of the treasure hunt, the party decided to drag themselves
back to Zelligar's bedroom and sleep for the night. Ahri's last
knock of the day jimmied the one-way secret door that led directly to
Zelligar's lab, and the party passed through quickly and made their
camp of sorts and slept. Waking the next day the party thought
through what to do and where else to go, if there was anyplace else
remaining. After some thinking it dawned on Desorna and Ahri that the
perfect place for a teleporting imp to hide his treasures was in the
room of money under the well where Merrick's sword of cursed
berserking had been safely(?) disposed of. A journey to the top of
the downward spiral and a couple of locate object spells later it was
determined that something much like the party's lost loot was under
the well and grate and in that room. With no way to get there, the
party was left with nothing to do other than return to town and to
try to learn more about how such a room could have been created.
The
trip back to town was fairly pleasant and there was a lot to do.
Deckard went and leveled up and many questions were asked of the mage
in town. And, for the moment, there we stopped.
Experience
points for the party members who are not Decker or Ydee: 450. XP for
Ydee: 225. XP for Deckard: 1,450 because a one-on-one fight with a
gallium golem is no easy task.
Comments
Post a Comment