September 11th, 2016
Relighting the Lights - An Angel and A Demon
The
party for this adventure from my left to my right:
Christopher playing Valandil the elven spellsword with some minor debates because a gnome minstrel named Klobowick Mekkawizzle was a possibility
Sabre
playing/retiring
Mordecai Ali Van oh never mind the human cleric then
playing/introducing Meridova the half-elven witch
Nick playing
Merrick the human fighter
Hunter playing Dorni the gnome
thief
Nilo
playing
Arden the halfling cleric
and Zackery
playing
Ahri the elven magic-user
When
last we left the party they had retreated to the bunkroom for
students in the main level. The charmed orcs were left outside the
barricaded door to keep watch at the request of their new best friend
Ahri the elven magic-user. The party rested for the night, got a bit
of healing, then decided that they should try to take their battered
selves back to Twinlakes to rest, recuperate and get experience.
While
they were in town, the human cleric Mordecai John Jacob Jinkelheimer
Schmidt Olly Olly Oxenfree decided to take his overly long name to
the local church and to try to do some good works there. He was
replaced in the group by their new friend(?) Meridova, a half-elven
witch that Dorni their gnome thief introduced them to. While Valandil
the elven spellsword considered leaving these nutjobs and going
somewhere else, it was determined that the only other available and
willing adventurer in town was a gnome minstrel named Klobowick
Mekkawizzle. Merrick, the human fighter, had a simple thought about
that along the lines of "Oh, dear Gods, no." and the elven
spellsword was convinced to hang around a bit longer.
After
selling off some items and resting in town in real beds for a few
days the party made ready to return to the hidden citadel and to
continue exploring the doors that they had not yet opened off of the
trophy room. The party arrived back at the stronghold and discovered
to their mild dismay that all the lights in the room before the
trophy room were off. Some frustration was evident when it was
discovered that the mapmaker had neglected to mark which
levers/switches were in which rooms for activating the lights again.
Mumbling and swearing (except from Nick who is above such things)
ensued as the party tried to figure out what was where and how it was
done. Once they had mostly sorted out the correct rooms they began
the journey through the map to light the lights.
They
started in the "Wrath of Zelligar" trap room where the
green lever was on the pedestal. Once most of the party entered the
room, with Ahri the magic-user staying outside to see if the doors
disappeared from that side too (they did), the doors vanished, the
pronouncement of doom was made, and the fighter and spellsword took
off around the edge of the room to try to get to the lever that
created the bridge to the central pillar, and then across it to the
pillar to pull the correct lever before they were all blasted into
unconsciousness. Unfortunately two disturbances in the air became
identifiable as salt mephits and attacked the two heroes. The
spellsword used his dexterity to skid on past without slowing down
while Merrick took them both on to keep them from chasing the
spellsword. The first salt mephit died fairly quickly, but not before
scoring a hit on the fighter. Merrick failed his saving throw and the
salt mephit dehydrated him seriously, dropping his strength by two
points. The fight against the second salt mephit was longer, even
with the cleric's assistance and the witch's "assistance"
(FYI, the sound made when a sling stone hits the back of the
fighter's head is *tonk*), but it was finally vanquished, though not
before it had leeched away four more points of Merrick's strength. In
the meantime, the elven spellsword had made it to the central pillar
and pulled the levers that created the green glow, deactivated the
magical trap, and caused the doors to reappear. Some time was spent
waiting to see if the fighter's strength would return, and it did
over the next half hour or more. Unfortunately during that time a
third salt mephit was encountered but luckily it was defeated before
making the situation worse.
On
the way back to the next room, the party encountered a spectral
wanderer and attacked it doing enough damage, thanks in part to the
halfling cleric's holy aura spell, to cause it to flee out of phase.
The party continued on expecting to encounter it again at any moment.
When it reappeared it did with surprise attacking the witch from
behind. A brief fight did enough damage to cause it to vanish, though
the party was uncertain if it had been killed or if it was simply
hiding again. After reactivating the lights the party entered the
trophy room where they again saw what they believed to be the
spectral wanderer floating inside the drake's ribcage. Their attacks,
other than the burning hands from the witch, seemed rather
ineffective and after a while the party decided to ignore it and
continue their explorations, but not before the human fighter (by
virtue of three natural 1's in a row) had converted his longsword
into a janky shortsword. The gnome thief failed to pick the lock on
the northern door, and so the elven spellsword resorted to other
means. Venturing back above ground he found a likely fallen log and
brought it back so the party could use it as a battering ram. The
fighter-types used it well and soon had smashed the door off of its
hinges, revealing a storage room filled with crates and boxes.
A
search of the storage room took the better part of an hour and mostly
revealed some items in poor quality that might have once been
intended for the trophy room but where determined to not be good
enough. Though most of what was found ranged from the ordinary to
absolute junk, some items on interest were discovered including some
weapons to add to the party's arsenal. One crate revealed a
gem-studded scepter wrapped in cloth with a "DO NOT TOUCH!"
card on it. An identify spell showed that it was a scepter of madness
that likely had been used to overthrow a king at some point. It was
wrapped up carefully in cloth and stored in the gnome's backpack
because it seemed like a better idea than letting the magic-user use
it. Other things that were found included a suit of elven
spellsword's armor, a variety of objects d'art and perhaps of use as
well, a silver bastard sword that the fighter took to use, a
wavy-bladed dagger that the thief kept, and several other items of
interest.
Once
they were done with the storage room the party went to open the east
door out of the trophy room. The largest key on the keyring the
spellsword carried opened the door and beyond was a twenty foot wide
and forty foot long hallway that had all its surfaces covered in
engraved tiles, some of geometric patterns and some in what looked
like stone faces, in no discernible pattern. The party was given a
clue of what they might expect when the DM said "Have you ever
seen the opening sequence of Raiders of the Lost Ark? It looks a lot
like that hallway." The spellsword decided to roll Stumpy (his
name for the battering ram they had used on the north door) down the
hall to see what would happen. The result was that gouts of flame
jetted out of some of the tile faces and turned Stumpy into Ashy.
However, there was a safe place along the walls; a roughly 2 foot
wide by 3 foot tall space where no flames were. The party did their
best to cross in this safe space, though the magic-user decided to
poke one of the faces that was out of the safe space in the eye as
she crossed and got burned for her troubles. Once on the far side the
witch attempted to open the far door (with her five strength) and was
notably unsuccessful, so much so that she ended up stumbling a bit
too far back and getting scorched for her trouble. The fighter opened
the door and revealed a north/south hallway on the far side.
Using
the right hand rule they went south and after 40' of hallway the hall
ended in a stone door carved into the shape of a leering demon face.
The party's immediate action was to drop to the floor seeking cover,
but after nothing much happened they tried to open the door but they
could not get it open. While they tried different things to open the
door, the fighter decided to go north and see what was there. He went
40' past the door they entered through and found that the door there
was carved into an angel's face. He tried to open it, and it opened
easily at his touch. He failed a saving throw and walked in, and the
door closed behind him.
After
a while the party began to wonder what had happened to the fighter.
Except for the gnome who was trying to use her lockpicks to pick the
demon's nose, they went to the angel door and opened it. The
spellsword and cleric made their saves and did not follow the others
inside the brightly lit room that was so brightly lit that it was
like staring into a searchlight. The gnome came and volunteered to be
the doorstop and everyone but the spellsword and the gnome went
inside. The door began to slowly close in spite of the gnome's
efforts, so the gnome dashed inside though the spellsword declined.
The spellsword went back to the demon faced door and cast a light
spell on it off of a scroll. The spell was absorbed by the door, but
this caused the door to swing open revealing perfect pitch blackness
beyond. The spellsword entered and the door slowly closed behind him.
At
some point the party realized that they were sitting on the ground in
the room where they had first entered the dungeon. Everyone was
there, and everyone had been healed of all their damage. The members
of the party who had gone through the angel door felt rested and
blessed, and the spellsword said he felt fine too. The rest of the
party wondered what the spellsword had experienced, but he didn't say
much about it. No worries. Just fine.
And
there we ended for the evening.
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