October 9th, 2016
Return (Again) to the Citadel
Back
to the Adventure
Line
up from left to right:
Chris
playing Valandil the REAL elven spellsword
Zack
playing Ahri the madcap elven mage
Nilo
playing Arden the “There's no proof I lied” halfling cleric
Nick
playing Merrick the not-really-here bitterball human fighter
Matt
playing the amused human spellsword
Sarai
playing the half-elven witch for a bit then reintroducing the human
cleric for a bit
Hunter
playing Dorni the gnome thief who leveled for one brief moment before
. . .
The
still somewhat battered party started in the room with the hole that
led downward to the middle level and the sublevel. They tried to open
the door to the south and found that it was still locked. Dorni the
gnome thief picked the lock and opened the door revealing a hallway
that led to the south. As the party advanced the gnome thief on point
triggered the pit trap and fell into the pit, but her screams died
out quickly. The rest of the party edged up to the pit and looked in
to find a 10 foot deep pit with slightly sloping slides and no gnome.
Perplexed by this, the human spellsword was lowered down to
investigate. Upon landing she discovered that the bottom of the pit
opened into a slide when weight was put on it. After a brief
discussion the human spellsword was lowered further down until the
rope reached its end. The human spellsword then pulled her way back
up to tell the party that the slide kept going and its surfaces
seemed magically slick. The elven spellsword had the magic-user take
his rope out of his pack and instructed her to tie the two ropes
together so the human spellsword could explore further. The
spellsword continued her descent, but the knot did not hold, sending
her spiraling away from the rest of the group while the elven
spellsword was left to glumly look at the end of the rope he was
holding. The elven magic-user jumped in to join the rest of the
sliders and, while attempting the crossing like spider-man, the elven
spellsword slipped and joined them, leaving the halfling cleric and
the half-elven witch at the top of the pit by themselves. The
halfling cleric tried to push the resisting witch into the pit but
failed. After another minute or so, the pit lid closed. The witch
told the plate mail-clad cleric that he was light enough to run
across the pit without setting it off, so the cleric decided to give
it a try in spite of his astronomical wisdom score. Soon the halfling
cleric was speeding down the chute after his other allies leaving the
witch at the top by herself. Unwilling to follow the others to
certain doom, the witch decided to crawl back into the room with the
hole in the floor in pitch darkness and wait for the party to return.
After a while she heard the sound of a slamming door and a heavy
stumbling gait nearby her. She tried to make herself small and
invisible so as not to be seen, but a huge fist hit her, knocking her
to -1 hit point.
The
first foursome of the party ended up in a rectangular room that had
several moldering and maggot infested gnoll corpses in it. This
seemed really familiar to them, but none of them could quite figure
out why (see the August 28th entry in this series). Only
one door in the south wall led out of the room, and once they were
all gathered and the magic-user had lit her lantern they went through
the door. The left hand rule entered play and the party, without the
map that the witch still had, tried to remember what was where as
they explored the area they were in. They had found a dead-end
hallway behind the first door and were finishing exploring it when
someone else joined them. The cleric, a latecomer, had crawled
through the darkness staying against the left wall until he caught up
to the party. When asked where the witch was, the cleric, in spite of
being the one who had actually tried to push the witch into the pit
and failed, told the party that the witch had pushed him in. Since
the witch wasn't there to argue, the cleric's story was accepted as
the truth because, dude, he's the cleric. Why would he lie? The
party continued to explore the area finding a trap that they had
forgotten about and a trap room that they remembered and did not go
past. They found one more trapped hallway that they avoided, and then
they returned to the room where they had entered from. The magic-user
made a successful Int check and remembered that there was a secret
door that led to the rest of the complex in the first dead end
hallway, but not at the dead end. After returning to the hallway they
made it through the secret door and began to pick their way back to
the northeast corner where the room with the holes was so they could
climb back up and find the witch. The DM had gotten tired of rolling
for wandering monsters so he had the players roll 2d6 for themselves,
but in a total of 14d6 no ones were rolled meaning there were no
encounters before they reached the room.
The
elven spellsword made a successful toss with his grappling hook and
scrambled up the rope to the floor above, discovering one of the
putrid ogres waiting for him. He quickly slid back down the rope
while the ogre came and stood at the edge of the hole to wait for
him. Borrowing the human spellsword's grappling hook and rope, the
elven spellsword climbed partway back up the rope, made a great throw
and hooked the ogre. Then, by dropping down to the middle level
again, he overbalanced the ogre to cause it to come tumbling down
after him. The spellsword landed on the middle floor but the ogre
fell all the way down to the subterranean levels where it went splat
in a most grotesque way. The elven magic-user made a firebomb out of
a flask of oil and a length of material torn from her robe, then
dropped the flask down to incinerate the putrid remains. Once that
was done, the elven magic-user seized the initiative and the rope and
began to climb back up to the top level.
Once
she reached the top initiative was rolled as she was attacked by
another putrid creature, but this one was a half-elf who, in spite of
her sickly green color and her unhealthy looking bloat, was
recognizable as the late witch who had been infected by the ogre
before she had died. After a couple of rounds of combat both the
magic-user and the witch-thing were wounded, but a massive overhand
swing from the magic-user popped the witch in a grotesque explosion
of gore that defies adequate description. After looting the
splattered corpse of the witch for valuables, including the spellbook
which the magic-user took and the only copy of the map of the
stronghold that they had, the party used another flask of oil to
incinerate her disgusting remains. In her deep sorrow, Dorni the
gnome thief took a piece of the witch's robe to wear as a headband in
memory of her dead fellow urchin.
With
that taken care of the party headed east and south to a room with a
total of five doors that they had not fully explored before. The
western door in the north wall was the next to explore as the party
continued using the right hand rule as always. This opened into a
rectangular room with a tapestry that took up the center of the north
wall. The scene on the tapestry depicted a large cavern with many
natural formations, but as one looked closer one could see tentacles
wrapped around some of the various columns and other bits. Behind
this the halfling cleric discovered a secret panel which, when
opened, set off a fire trap that scorched his face. Somewhere, for
no reason that he could determine, Merrick suddenly felt like
celebrating because someone other than him hit the fire trap. With
the trap taken care of, a rotating switch was visible. It was
perfectly horizontal, but it could be fairly easily clicked around in
either direction from horizontal to perfectly diagonal to vertical to
perfectly diagonal in the opposite angle and back to horizontal
again. By setting up a relay, the party had a watcher in the room
with the hole in the floor who could shout for the handle to be
turned one click at a time and to see if anything happened. After
six clockwise clicks, when it was pointing vertical for the second
time, the elven spellsword in the hole room heard a click from the
center of the west wall. Further investigation revealed that a
secret door had been released. Upon opening the door a small room
was discovered whose only feature was a spiral staircase that headed
up into darkness. Leaving that for later until they had explored the
rest of the current level, the party headed back to the room with
five doors again where they found their human cleric Mordecai waiting
for them, and soon after Merrick appeared as if by magic.
The
party, continuing the eternal right hand rule, next opened the
western door which led to a 20 foot long hallway with a door at the
far end. As the party advanced the floor opened beneath them
dropping them into another pit trap and chute combo that returned
them to the room of rotting gnolls. Wearily the party picked
themselves up and went back upstairs again.
Following
the eternal left hand rule (hashtag sarcastic irony), the party went
through the east door and found themselves immediately in a
southbound hallway. With few other options to take they went south.
There was a door on each side forty feet down the hallway and the
party followed their usual right hand rule and opened the right hand
door. This led into a rectangular storage room with boxes, crates,
and barrels. The human cleric smashed one barrel with his war hammer
leading to the oil inside spilling and flowing all over the floor.
The magic-user slipped slightly on the now unsafe surface but did not
drop the lantern incinerating all within. Merrick and Dorni
carefully opened another barrel to discover that it was also filled
with lamp oil, and Ahri the elven magic-user refilled two of her oil
flasks with the oil. Searching around further the party found a
couple of items including a nicely carved wooden box that was locked.
Dorni made short work of the lock and the contents were determined
to be incense. The box was carefully tucked away for safekeeping.
In another small box a stash of silver and copper coins was found and
those were taken by the party too. There were no other exits from
the room, so the party departed. A couple of relatively feeble
attempts were made to set the contents on fire, but after two
failures the party gave up and moved along to the south door in the
hallway.
This
door opened into a square room with writing on the walls from near
ground level up to about three feet off of the floor. It was in the
gnome language and consisted of “Oh my God” written over and over
and over until further down it devolved into gibberish. Another door
was in the opposite corner of the room in the south wall, so the
party moved on.
The
door opened into a hallway going west for about thirty feet before it
split with one branch leading south and the other continuing west to
end in a door about twenty feet away. They proceeded west to the
door and opened it to reveal an octagonal room that was about thirty
feet across. In each of the cardinal directions a door was set into
the wall and in between the doors a roughly life-sized engraving of a
person was on each wall. To the northwest was a magic-user, to the
northeast was an armored warrior with his sword in his hand, to the
southeast was a dwarf holding a mighty war hammer and to the
southwest was a woman in what looked like riding leathers though on
closer inspection the hilts of a few daggers could be seen here and
there. Though the engravings seemed to be well done, there was
nothing special about them, so the party moved on using the right
hand rule to open the north door.
The
north door led to a short hallway that ended in a flight of stairs
going up. The party chose to ignore them and continue exploring the
level they were on.
The
west door was next, and inside the rectangular room beyond the door
was a two and a half foot tall and almost two foot in diameter stone
pillar with a brazier set into the top of it with leaping flames and
smoke coming from it. The human spellsword investigated where the
smoke went and discovered a network of cracks in the ceiling and a
updraft that took the smoke up and out of the room. Some basic
experiments were performed with the fire and the brazier that showed
that the fire was real and would burn items. The halfling cleric
decided to play the fool and pricked his finger and used the blood to
write his name on a scrap of paper which he threw into the fire. It
burned as the other pieces had, but there was an odd effect that
looked like a hand of flame grasping the paper and burning it that
was faintly visible. This elicited a small amount of concern, but
not much.
After
tiring of playing with fire, the party went south from the octagonal
room and down a 20 foot long hall that opened up into a moderate 30'
by 30' square room. In each corner an 8'x8'x8' block of stone sat.
As the elven spellsword moved to the northeast slab to examine it,
there was a clang from the northern hallway and an arm of stone came
out of the slab, tore off a piece of itself, and threw it at party
members. Initiative was rolled and the battle began.
While
the spellswords and the magic-user closed to fight the NE slab and
the halfling cleric attacked the NW slab, the gnome fired an arrow at
the SW slab and the human cleric moved north and tried to force open
the portcullis that was blocking access to the door. The elven
spellsword used his magical dagger to attack the slab and had better
luck than the others did with their normal weapons, but with so few
magical weapons available they did the best they could. Several
rounds passed and some damage was dealt and taken. The magic-user
broke her staff on a slab and after casting a magic missile at
another one and being reduced to one hit point she retreated to try
to help the human cleric lift the portcullis. Working together they
began to make progress. The NE slab was killed and the group that
had been fighting it moved to the SE slab and began hacking at it.
The two gate-lifters made some more progress in raising the
portcullis and continued to work. The SE slab was killed and the
battered heroes moved on to the SW slab while the halfling cleric had
broken his flail and the head of the weapon was absorbed into the
slab. The two in the hallway had raised the portcullis fairly high
and the cleric tried to yank open the door while the elf magic-user
held the portcullis. Unfortunately the portcullis was not raised
high enough to clear the door and the door slammed into the
magic-user's fingers causing her to drop the portcullis.
Unfortunately she failed her agility save and one of the points of
the portcullis tore open her thigh doing enough damage to drop her
into negative hit points. As she collapsed the human cleric dodged
out of the way and then cast a healing spell on the downed magic-user
to keep her alive. As this went on the rest of the party managed to
kill the last slabs. Exploration of the chamber after the combat was
over revealed a secret panel to the right of the door that exited
south out of the room. Pulling the lever behind the panel raised the
portcullis in the north hallway. With the magic-user out of
commission and the party injured they decided to return to town to
give the magic-user a chance to recover.
When
the party returned to town several of the party had earned enough
experience to level. The elven spellsword, the halfling cleric, the
vanished-again human fighter and the gnome thief had made 2nd
level and the elven magic-user had made third level! Unfortunately,
the party's reputation was not the best in town, and all the party
members were judged on the company they kept. Luckily, Officer
Carrick's position allowed him to reduce the costs for the fighter
class members in the group to ¼ normal, or 25 g.p. to train to 2nd
level. Vanessa Barskin donated some of her remaining cash to reduce
the training costs for the rest of the party to half; 50 g.p. for
those training for 2nd
level and 100 g.p. for the magic-user. Dorni used gem from party
funds to pay for her training, and she tried to use her skills to
break into the shop of the merchant who had kicked her out and
threatened to use a wand on her after her previous visits. She was
unsuccessful in her attempt to pick the lock and was spotted by a
magical watcher (a softball-sized eyeball with bat wings growing out
of its sides). She ended up being arrested and set to be sentenced
before the judge. Her combination of mad ravings and significantly
lewd come-ons was enough to get the judge to say “Get this nutjob
out of here.” After being put in a standard cell with four others
who she managed to freak out, she found herself confined to a tiny
cell all alone before being slept by a guard spellsword. She came to
and found herself locked in a chest with holes drilled in it and
apparently being rowed out onto the lake. The chest was thrown
overboard and began to sink. Dorni managed to bust her way out of
the chest, but her luck ran out there. Her naked and drowned body
was found washed up on shore the next day. (sad
trombone)
Her body was collected and taken to be buried in a pauper's grave.
The
party, having had yet another member of their group tried for crimes,
though not in absentia as was the case with the elven fighter,
decided that it was certainly time to get the hell out of town and
back to the stronghold sooner rather than later. The next adventure
will pick up from there.
Comments
Post a Comment