October 23rd, 2016
Yet Again to the Hidden Citadel
The
adventurers return to the well one more time in the stronghold of
Zelligar and Roghan (the names that no one has ever grasped the
significance of, even if I transposed letters in one of them).
From
my left to my right:
Nilo
playing Arden the not-really-racist-just-against-elves halfling
cleric
Nick
playing Merrick the mostly/somewhat/infrequently sane human fighter
Hunter
playing Strix the shield specialist elven magic-user
Sarai
playing Desorna the new but familiar elven fighter
Chris
playing Valandil the magically effective elven spellsword
Zack
playing Ahri of the Nine Spells, elven magic-user
and,
by divine fiat, Catherine's character Ydee the excessively mercenary
half-elven thief being played by the (supposedly) excessively evil
DM.
Our
adventures begin back in the town of Twinlake Vale where the party
has returned after their latest foray into the lost stronghold of
Zelligar and Roghan. Part of this return to town was so Merrick and
Ydee could improve their skills as Merrick reached level three and
Ydee level two. During the mostly restful week when the two were
training the remainder of the group managed to spend their time
resting and recuperating from their adventures, but Valandil the
somewhat chaotic decided to experiment with the Mirror of Sending
that used to belong to Marfae (see last adventure). He wrote "Hi!"
on a piece of paper and left it on the mirror. After a number of days
passed when he checked the mirror which had a reply that said "No.".
Encouraged by this response, he continued messaging until he learned
that the possessor of the other Mirror of Sending was a man named
Quervin. Quervin said that he would be coming to get the mirror to
which Valandil replied "Calixta cantu est", which Marfae's
letter indicated were the command words to activate the portal to the
Castle in the Sky. Quervin determined that he would be retrieving the
mirror that much more quickly, and so that had begun.
In
the meantime, the party decided to venture back to the stronghold to
explore further in areas that had previously been unmapped. After
descending through the usual opening, the party went toward the
northwest room where the hole led to the higher level. Along the way
they came to what looked like a battle site. Some greenish slimy
stuff was on the floor of one of the rooms they passed through, and
several weapons, a short sword and two spears, were discovered. No
corpses remained, so the party scorched the goop with some of Strix's
oil and continued on, expecting to encounter more of the putrid
pusbag monsters. None were found on the way, so the party ascended
through the hole in the northwest room and continued their plan to
finish exploring the map on the eastern side of the level. Back
across the north part of the map to the eastern side they traveled,
and after taking a southern hallway to an intersection near where
they had first entered the map via a teleporter, they proceeded west
to a previously unexplored door.
This
door opened into a 30'x30' room with colored tiles in each of the
four corners filling a roughly 4'x4' area. Orange/burnt umber in the
northeast corner, greenish and muddy brown in the northwest, sky blue
in the southeast, and grey/brown in the southwest. A single trail of
colored tiles gently spiraled to the center of the room where they
'mixed' into a section of white tiles in the center of the room.
Beyond the pattern on the floor there was a door in the center of
each wall. After determining that the tiles were nothing more than
decoration, the right hand rule stated that they would open the north
door.
Once
the north door was open, the party found themselves looking into a
cave that seemed to extend into the far distance. Expecting another
illusionary room like the forest elsewhere on this level, the party
made an effort to determine the room's size by tying a rope around
the spellsword and sending him in. After some vague exploration they
determined that it was likely a 30'x30' room and they determined that
there was a one-way secret door in the southwest corner of the
western wall that led back to the hallway where the forest room was.
After finding nothing else of interest they left to explore the
western door out of the spiral room.
When
this door opened the party was looking down a 10' long alleyway into
a village plaza where people were moving around and mingling around a
central well. Once again securing a rope around Valandil the
spellsword ventured in. In the plaza it was determined that the
people were certainly illusionary, though the water-filled well was
real and not a well so much as a cistern. The water was stagnant, but
not too bad, and Valandil continued his explorations. The plaza
seemed to fill a roughly 20'x20' area and there were doors into what
looked to be shops around the perimeter. The two doors on the west
wall seemed to be locked, but they likely weren't actually doors at
all. The double doors in the north wall seemed to lead into a tavern
and Valandil discovered that these actually opened. Inside was an
actual bar with patrons seeming to mingle. Vaalandil went to the bar
and asked for an ale, and the barkeep set a mug on the bar. In spite
of the illusion of the area, the bar, the mug, and the ale were real,
though the ale tasted bad as if it had been sitting out and exposed
for many years. Valandil hopped the bar and determined that there
were mugs and mugs of mostly ale on shelves under the bar, all of
which seemed real. There were also some of honey mead, which did not
taste as bad as the ale. In fact, it tasted pretty good still. As
Valandil looked around further he noticed that one of the booths in
the northeast corner had skeletons sitting in it. Closer
investigation revealed that these armed and armored figures had been
dead for many years, and the chainmail that one was wearing had
somewhat rusted. Some coins were found in the belt pouches and
confiscated by Merrick, but little else of value was found, so the
party exited the room to explore through the south door.
The
south room was an illusion of a mountain peak view with the sun
setting in the west and giving and orange-red glow to everything. The
'peak' overlook was relatively small, but some 'walking on air' meant
that the room was discovered to be another 30'x30' room, more or
less. That done, the party went back to the central spiral room and
then east and south along the corridor. Quickly passing the door to
the teleporter to the cavern level where they had once entered this
level from, they proceeded south and into a maze of twisty little
passages, all different (there's a throwback!). Along the way,
following the right hand rule, they discovered and passed through a
door. A relatively short pillar stood in the center of this room,
with an indention in the top of it. After some exploration and
tinkering with the pillar, the party dumped oil into it and set it
afire. Then they left the room to discover that they were in an
unfamiliar hallway area. Sarai,
the party mapper, cursed me at this juncture for no good
reason.
Continuing
along the hallway following the right hand rule, the party passed
another door on their left and then reached a dead end after a few
more twists. This dead end had two levers side by side in it, and
pulling the right hand lever got Merrick and Desorna slightly singed.
And life was as usual in this way. The left lever was then pulled,
and a click was heard. After leaving the dead end, still following
the right hand rule, they came to and entered the door they had
passed by before, finding themselves in another 20'x20' room with a
short pillar in the center of it, but without an oil fire burning in
this one. Tinkering with this pillar did nothing, but when they left
they found themselves in a different hallway altogether, and Sarai
decided she hated me and was happy to tell me so. Right hand rule
continued and after a few more twists and turns the party found
another dead end, this time with a heavy iron bound door at the end
of the hall which had three diamond shapes in it, one of which was
lit. Grumbling, the party continued back and discovered that nearby
there was another dead end with a pair of levers in it. Arden went
back to the corner so he could watch the door and the lever-pullers
at the same time, and Ydee detected a trap on the right hand lever,
so Merrick pulled the left lever and another click was heard and at
the same time Arden noticed another diamond begin to glow leaving
only one unlit. The party continued on, leaving Arden to watch the
door, and found another dead end with two levers in it. This time
Ydee did not detect the trap and Merrick pulled the left hand lever,
scorching him again. Pulling the right hand lever here got a
satisfying click and the third light on the door began to glow. As
the party started making their way back Arden opened the door and
found a hallway heading west on the other side. About fifteen feet or
so down on the right hand wall were three levers. Overcome by
temptation, Arden went and pulled them all causing the door to slam
shut with all the lights out. As the party came around the last
corner and discovered the situation, there was a lot of frustration
with Arden, but not too much since Arden is the only healer they
have. Arden used the levers to reopen the door and the party joined
their cleric.
The
hallway came down to a four way intersection and following the right
hand rule the party took the north passageway. After forty feet the
hallway dead-ended, though Merrick was able to find a secret door on
the east wall. No way was found to open this, so it was decided that
it must be a one-way door that only opens from the other side.
Continuing the right hand rule, the party took the west passageway
which ended at a door after 20'. The door, once opened, led to a
stairway that went down to the south. The party went downstairs but
found it to be a dead end. Disbelieving this bullcrap, the search for
secret doors discovered one in the east wall which, when opened, led
into the room where they had originally entered the complex by
falling during their first adventure. Returning back to the top of
the stairs, the party decided to head south from the four way
intersection and after thirty feet the hall ended in a door in the
south wall. A sign beside the door read "Monster Control Room".
The party, excited at the thought of controlling monsters, entered.
The
party entered into the northeast corner of a 30' east-west by 50'
north-south room. In the center of the room was a 10' diameter pillar
that extended from floor to ceiling and seemed covered with strange
runic and geometric symbols. Strix decided to explore these and,
after running his hands over the pillars, something activated. Four
oversized ogre-like creatures were summoned into the room and they
closed to attack the party while Strix looked for a way to undo what
he had done. These creatures were tough and hit hard, battering
several party members down close to zero hit points before the
monsters were finally vanquished. Strix was instructed to not touch
the pillar again, and the party decided to explore further. A door in
the southern wall had a sign next to it that said "Treasure
Chamber" on it, so after Ydee said that there were no traps on
the door the party continued for the treasure!
Opening
the door led to a 30' hallway that ended in another door. Ydee was
unsuccessful at trap detection on this door, so the party was taken
by surprise when the entire hallway floor opened up, dropping them
into a pit and chute. They were NOT delivered where they were
expecting to be, and instead were dropped into the trench in the Doom
of Zelligar room taking some falling damage along the way. Valandil
was quick with the rope and grappling hook, so the Doom was averted
and the green lever pulled so the badly injured party could unlock
the way to the trophy room and go take advantage of the room with the
angel door.
During
the trip around the complex to pull all the levers the party entered
one area that seemed to have a cloud of dust in it. It coalesced into
a dust strangler and wrapped itself around Ahri's neck. The quick
actions and attacks of Ydee and Desorna killed it quickly without
killing the magic-user and the party continued on.
The
lights were all lit and the trophy chamber was empty. The fire trap
hallway seemed to have had the trap disarmed meaning it could be
crossed without fears. When the party arrived the angel and devil
doors were gone, leaving only blank walls. Tired and frustrated, the
party went on to Zelligar's bedchamber to rest for the night. Some
spell points were regained and the party was ready to go forth the
next day to explore more.
The
next day the party awoke, stiff, sore, and somewhat rested, and
decided to return upstairs again. Taking their now-familiar path
through the halls, they encountered some glowing motes of light, each
about the size of a tennis ball, that suddenly arced to the two
heavily armored (comparatively) fighters dealing electrical damage.
Battle was joined and the five spark motes were fairly quickly
destroyed before they dropped anyone, though some damage was dealt.
That completed the adventurers continued along towards the secret
doorway in the upper room with the hole in the floor. They followed
the spiral staircase up until they exited into a roughly 20' diameter
room with what looked like arrow slits in each of the four cardinal
directions, though the north one didn't show much light coming
through it. Looking out the crossletted arrow slits the party could
see that they were in a concealed lookout post far above the floor of
the valley. The three arrow slits with a view had good vantage points
to approaches to the area. Upon further investigation, the fourth
'arrow slit' was determined to be the barred window of a concealed
door that opened on the ledge where the lookout post sat. The lookout
had no other way to reach it from the outside, and the bunker was
made to look like a completely natural peak from the outside. Since
the trapdoor to the staircase could be barred, the party decided that
this might be a good place to rest in the future.
Descending
back down the stairs, the party decided to return to the octagonal
room and explore the steps up through the north wall of that room.
But on the way Nick rolled his fourth '1' on a wandering monster
roll, then a 1 and a 1 on 2d10, meaning that a spectral guardian
appeared and the party was in trouble. The guardian did not have a
lot of luck on its attacks for the first couple of rounds while
Merrick was not Wheatoning his way towards death. The guardian did
finally hit Merrick and stole away 6 points of strength and
constitution from him, reducing his maximum hit points, if not his
current hit points. Several successful attacks, including a holy aura
from Arden and a magic missile from Ahri destroyed the guardian and
left the party alive if not feeling great. The party returned to the
angel door and found it back, whereupon they decided to pass through
it and recover. And there the adventure ended for the night.
Side
note: The spectral guardian is a slightly nastier version of the
spectral wanderer that the party had faced before. Nick took on
Thomas' old role of rolling the ones at the most inopportune times
for the party. Good job Thomas Jr. I mean Nick! Ydee demanded and
received payment from other characters for doing things, setting a
precedent that will possibly suck for the group. :-p
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