October 16th, 2016
The Adventure continues as the party returns to the citadel of Zelligar & Roghan...
Line
Up from left to right in the House of Chinchillas and nothing else.
Nick
playing the eternal point man and wall, Merrick the human fighter
Hunter
playing his new character, Strix the elven magic-user
Sarai
playing her new (old?) character, Desorna the elven fighter
Chris
playing his light tank, Valandil the elven spellsword
Nilo
briefly playing his healbot, Arden the “too damn many elves!”
racist halfling cleric before leaving and passing it to Nick
and,
in a necessary turn of events, the DM playing the absent Catherine's
character, Ydee the half-elven thief, aka the only thief who is
willing to adventure with you rubes so long as you pay her well
The
party began in town where the group recruited two new members who
were willing and able to adventure with a group who had a horrible
reputation in town since three of their current/former members had
been in court for various crimes. Of course, the new members were
elves, which explains a lot. Since Ahri was training a new elven
magic-user seemed a wise choice, and having another pure fighter made
Merrick happier too. And a happy Merrick ignores his list of party
members to kill when they annoy him, which is pretty much everyone
but Arden.
After
acquiring some needed supplies and supplementary equipment in town,
the adventurers headed back to the stronghold spending two days on
the trip. Once they entered the stronghold, they walked all the way
around to climb up the hole to the higher floor and began exploring
further. Making their way towards the octagon room, they decided to
detour along the way and explore some passages that they had passed
before. They opened the door in the wall across from the storeroom
where they had found (and busted) barrels of oil. The hallway
extended for thirty feet before there was a door in the north wall.
The hallway came to a dead end ten feet further. The party opened the
door and looked through, seeing a forest beyond. This obviously
confused them since there was no way they could find a forest with a
clear view of the sky above while underground. Some explorations
revealed the illusionary nature of the room, but did not dispel the
illusion. Frustrated with the result, the party left.
Merrick
decided to search for secret doors at the end of the hall and he
found one in the east wall of the dead end. Unfortunately there was
no way they could find to open it, and after spending some time with
the battering ram Valandil had bought they decided that there was no
point in trying as there were just chips of stone on the floor and no
real progress. So back they went and they began to explore further.
After
the gnomish 'oh my god!' room, they decided to explore the previously
unexplored south hall just before the octagonal room. The south hall
appeared to go for twenty feet before it ended in an east-west
hallway, but on drawing closer the party realized that there was no
hallway but instead a 20x20 room on each side of the hallway south.
They explored the west room first, but its only feature was a large
tapestry hanging on the west wall that depicted a view of a tower on
a cliff face as seen from below the cliff. A closer inspection
revealed what looked like tentacles along the edge of the cliff.
Merrick thought that the picture strongly resembled the view they had
of the now-ruined tower that he saw which helped them find the
stronghold of Zelligar and Roghan.
The
eastern room was a mirror image of the western with the tapestry
being on the eastern wall. This tapestry depicted a swamp scene, but
no matter how intently they examined it, there were no tentacles to
be seen. With these areas explored, the party continued on to the
octagon room.
Opening
the door to the octagon room, Merrick was confronted with four lizard
men and the battle was quickly joined. Several of the party were
wounded before the lizard men were defeated. After looting the bodies
and checking on the brazier room, the party went south.
After
proceeding through the room with some chunks of rock scattered around
from the slabs that the party attacked previously, the party went
through the south door, down a 10' long hallway and into another
30x30 room whose main features of interest were doors in the center
of the south and east walls, and scraps of metal on the floor that on
closer examination were found to be blades of various types and
sizes. As Desorna moved to check the south door there was a clang as
a portcullis fell at the edge of the north passage, sealing the party
in the room. Then the bits of metal began to rattle and rose up to
form roughly human sized forms made up of sharp and spinning steel.
Initiative was rolled and the battle began! The battle was fairly
brutal. The spellsword's shocking grasp spell destroyed one of the
lesser bladeswarms, but the others got in some good licks before they
were damaged enough to go back to pieces. The final one shot out
shrapnel as it 'died', doing minor damage to the closest members of
the group. Once the bladeswarms were destroyed, the party explored
the doors and finding a lockplate on each they summoned Ydee to deal
with the locks. Ydee successfully picked the lock on the south door.
Merrick went to open it and found it locked, so the DM told him that
killing the bladeswarms unlocked the door, and Ydee's good roll
locked the door again. Ydee grumbled at the idiots around her and
unlocked the door again so the party could proceed south.
Through
the south door the party found themselves in the northeast corner of
a 20' wide by 30' long room. The center of the south wall was
obscured by a 8' diameter semicircle of curtain that stretched from
floor to ceiling. The curtain was yanked aside revealing a large
golem-like creature made of iron. It began to move and the party
began to panic, retreating into the previous room to try to escape
the golem. It followed them and, as Merrick held up his shield to
potentially deflect any blows if the thing was hostile, it yanked the
shield out of his control, put it in it mouth, and began chewing on
it. This ticked Merrick off and he leapt into battle, striking it
solidly with his silver bastard sword which seemed to do no damage to
the monstrosity. Worried by this seeming inability to hurt it with
weapons, Valandil leapt forward and touched it with a shocking grasp
which seemed to freeze it in place. Merrick reclaimed his chewed
shield which had fallen from the creature's mouth while the others
carefully examined the thing. Valandil noticed a panel in the
creature's back and, upon being hoisted up to open it, he found that
the interior of the torso was hollow and filled to just below the
waist line with coins! He began tossing handfuls of coins out of the
back of the iron piggy bank where the party began searching through
them. They were mostly (75%) copper with some silver (25%), but that
didn't stop Desorna from filling her large sack with eight bricks
worth of silver coins. They party collected all the silver they
wanted to carry then proceeded to test the east door and open it
before having the thief lock it.
The
east door opened to a hallway that went for 20 feet before it
dead-ended into a north-south hallway. At the intersection the party
found that the north-south hallway only went 10 feet in each
direction before ending in a door. Right hand rule took precedence
and the party went south and through the southern door.
Once
through the south door a 10' wide wall was directly in front of them
before passages continued going to the southeast and the southwest.
There was what looked like a mud-covered inscription in the south
wall. Merrick used his blunt dagger to knock the mud loose to reveal
the inscription. There was an arrow pointing to the right over an
arrow pointing to the left, then an inscription that said "Choose
your Doom". It was at this point that the party realized that
the door they had entered through was gone, leaving a blank wall
behind them.
After
some minor but spirited argument, the party went right, following the
passage for roughly 10 feet before it dead-ended with a door in the
south wall. They south door was opened to reveal another 30x30 room
with a curtain in a semi-circle in the center of the south wall.
Again, the party swept the curtain aside to reveal a giant skeleton
holding a giant-sized bastard sword which it used to hack into
Merrick, doing minimum damage of 2 points. Battle was, once again,
joined, with the skeleton doing severe damage to Merrick before being
destroyed after taking ~60 points of damage. Various bones were
scavenged, but something curious occurred during the battle; the
large sack of silver coins that Desorna had set down when the fight
began had vanished! Exploration of the area revealed no bag but it
did reveal a secret panel with a lever. Pulling the lever made the
vanished north door at the message reappear, and while most of the
party wanted to leave doomland behind, the spellsword encouraged them
to check out the other area of doom. After some minor grumbling, the
party agreed.
The
southeast corridor was a mirror image of the southwest one; 10 feet
to a southern door, then opening the door revealed a 30x30 room,
though instead of a curtain there was a 8' on a side wooden crate
against the center of the south wall. After a few minutes of
listening, the crate was opened and four odd-looking creatures
emerged. Three moved toward the two fighters and ignored the
magic-user while the fourth bypassed Strix to charge at the cleric
and spellsword. Their natures were revealed (though their
descriptions didn't raise any concern) when two attacked Desorna and
hit, requiring her to make two d20 rolls against the first one's two
tentacles and one against the one tentacle of the second one that
only hit her once. Her rolls were all less than the 13 target that
she needed which meant the first one's two hits turned her armor to
rust and the second one's single hit did the same to the blade of her
battle axe. Desorna began screaming at the horror. Strix managed to
sleep one and the others killed the remaining three, though Merrick
lost part of his armor to another attack and failed roll. The
spellsword suggested taking the sleeper into the room with the iron
piggy bank, and so Strix carried it there with Ydee opening doors
along the way while the remainder of the party quickly searched the
room, finding only another secret panel and lever which likely did
the same as the one in the giant's room.
The rust monster quickly devoured the iron piggy bank and slurped up the rust and the party let it be while they went to explore the doorway at the north end of the short hall.
The rust monster quickly devoured the iron piggy bank and slurped up the rust and the party let it be while they went to explore the doorway at the north end of the short hall.
Desorna
threw open the door without waiting and as hit by the arrow trap
taking 7 points of damage. This room looked like a thief's workshop,
so the party explored it, searching to see what they could find of
interest. Several minor objects were found, including a set of nice
lockpics and some gems, but Ydee made the major find of a secret
compartment with several pieces of paper lying face down on a mirror.
The party took the papers and the mirror with them. The papers, two
pages from Zelligar's journal and a letter to someone named Quervin,
were of some interest, though not necessarily immediate interest. But
the notation on a page of Zelligar's journal of eight lines that
revealed the location of a 'Castle in the Sky' that were in his
chambers caused some interest to be raised. The party decided to
return to the middle floor and open the locks to the trophy room so
they could get to Zelligar's chambers.
A
lot of wandering from trigger room to trigger room with a random
encounter with another infected ogre (where two heroes failed their
saves...) along the way, and then the party was finally ready to pull
the green lever and open the lock, but first to face the Doom
(abselt-mindedly changed from Wrath in this iteration, but all the
same) of Zelligar room! A dust devil attacked Merrick and tried to
push him into the pit, but he avoided the fall and killed the dust
devil. Valandil activated the magical bridge and Merrick raced across
to throw the green lever to unlock the lock and then the blue lever
to remove the bridge that Valandil was running across at the time. .
. . . oops? Valandil managed to catch the edge of the high pillar and
Merrick threw the red lever to disable the attack before helping
Valandil up and recreating the bridge. Back across the bridge and off
to the lock room now!
Through
the lock room and into the trophy room the party went. From there
they made a quick trip to the storeroom to the north so the party
could replace equipment lost to the rust monsters. Desorna took the
chain mail that was there while Merrick had to settle for ring mail.
Desorna found a replacement battle axe, and the party was ready to go
again. The party went south to Zelligar's rooms where Valandil made a
search for the lines that told of the location of the Castle in the
Sky, but all he found was empty hooks as the party had taken all the
artwork from Zelligar's chambers and sold it after their first
journey into the stronghold. The DM did not celebrate this overly
long, instead just raising his hands with the double V for victory
for a minute or two.
Some
more searching was done, and little came of it before the party tried
to decide what to do next. They decided to take advantage of the
effects of the angel room and came to themselves refreshed and
restored in the entry room again. They decided to head back to town
to re-equip and resupply and see if they could get some better
options for equipment other than what they got out of storage. The
master of the Curio Shop was happy to buy some curious items, and he
sold them a few too. The party also stayed in town for a week and
change so that Merrick and Ydee could level up, Merrick to 3rd level
and Ydee to 2nd. Then they would decide what to do next.
And for those who are curious, Ydee 'confiscated' for 'safekeeping' the large sack full of silver that Desorna put down before the battle. It paid for her training and then some. Mercenary. Very mercenary. And Catherine approved.
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