June 25th, 2017
The Cabin in the Woods and the Cube
From my left:
Nick playing Merrick the human fighter
Catherine playing Ydee the half-elf
thief
Matt playing Mirin the human spellsword
Chris playing Deckard the human
ex-fighter thief
Sarai playing Desorna the elven
axe-maiden
Hunter playing Strix the elven
magic-user
and Zack playing LaVeya the human druid
(HEALER FINALLY!!!)
As the party rested from the battle
against the giant lizard, some of their missing members caught up
with the group and one went back to Treefold. Then the adventurers
in a more survivable group (with a healer) continued on.
Soon the cabin was spotted on top of
the ridge over the river and on the far side of the river. Some
reasonable efforts were made to get across the river though a
unreasonable event happened too. Merrick, by virtue of his ring,
walked across the top of the river with a rope that he used an iron
spike to affix about six feet off of the ground in a tree while
Deckard did the same on the road side of the river. The rest of the
party crossed hand over hand, except for LaVeya who flew over in bird
form, but the incredibly heavily armored fighter Desorna's hands
slipped near the far side of the river and splashed into the water.
She was mustache deep in the water and abdomen deep in the soft mud
near the shore from her fall. Merrick walked back out and helped
pull her free, though it took some time.
Meanwhile LaVeya did an overflight of
the cabin and noted that it looked to be in good shape and
well-maintained. The rest of the party had to take the roundabout
way up, but soon they were outside the cabin. Strix marched up and
knocked on the door. A panel in the door opened and a screechy not
quite human voice was heard from beyond saying “Silver Eagle house
welcome! What you want?” Some time was spent trying to figure how
to best answer this, but in the end the doorman(?) just demanded they
wait and slammed the panel shut again. A few minutes later it was
reopened and the voice told them to come in and meet the master.
Somewhat nervously and expecting the worst they did so.
The doorman(?) was actually a
doorgoblin (!) in a tabard much too large for it. Strix, with her
love for the horribly benighted creatures of the world adored it,
which just creeped the thing out. It quickly led them down a short
hall and into a second room which was a huge room with a centrally
placed raised firepit with a fairly ornate chimney over it and quite
a few comfortable looking chairs and benches and half a dozen or so
small tables and a man sitting very comfortably and very relaxed in
one of the chairs. He waved them in, smiled, and introduced himself
as Gregory and welcomed them to the Aerie of the Silver Eagles, which
it turned out was the name of their adventuring group. He invited
them to sit down, offered them drinks which were fetched by the
goblin, and they talked.
When Poknar (the goblin) brought the
drinks Gregor invited them to choose which one he should drink so
they could feel comfortable drinking as well. He took the one
Desorna chose, drank from it, and continued to talk. Desorna was
disappointed to discover that the drink wasn't alcoholic but involved
unfermented fruit juices instead. Gregor told the group that most of
the rest of his fellows were out exploring a nearby island that was
rumored to be the lair of a drake. The discussed the what he knew of
the drake's island, which included that there were many servitor
races on it including bugbears and goblins in enough quantities that
the Silver Eagles were considering avoiding it altogether.
Gregor did offer the party the chance
to look at a curiosity they had found on a recent adventure: a 4 inch
cube of some strange silvery metal that felt like heavy stone when
held. Glenalen, the magic-user of the Silver Eagles, was going to
identify it but hadn't done so, so Gregor asked if Strix would like
to try while he went to get snacks. Strix said she would and started
to cast the spell while Deckard and Mirin, fearing some sort of trap,
left the room through the front door. Strix cast the spell on the
cube and as soon as she did so all those in the room, including
Poknar who had been standing in a corner minding his own business and
trying to stay as far away from the creepy elven mage as possible,
suddenly found themselves in a 30' by 30' room with an arched ceiling
that was 20' high at the highest point. A door was in the center of
each wall and there was nothing else to be seen.
After some “What just happened?”
questions that no one could answer, the party decided to open a door
and depart. They chose the subjective north door and had a hard time
opening it, requiring two strong party members working hard to force
it open. As they did so, heavily silted water came flowing in around
it and now the rush was to shut the door again before they drowned.
In this they were unsuccessful, but the silt only filled the room to
about two and a half feet deep before it stopped. Since there were
no halflings in the party since Keeva had gone back to Treefold, this
was a nuisance more than a threat. Merrick could easily walk on the
stuff Legolas-style so he didn't care too much. Poknar took off
running to try to escape the weirdos and hopefully find someplace
safe. The party went after him but his light weight and unencumbered
state meant he moved much faster than the adventurers. He was gone,
though perhaps to be encountered again later.
The party headed north down the
hallway, bypassing a hall to the right. The passage turned a corner
to the left, and the party continued that way. They came to another
hallway to the right, but passed it by to investigate something they
could see ahead. As they got closer several steps were seen rising
out of the muck, and the party climbed them and looked to see if
there were goblin-sized mucky footprints. None were found, but the
party continued on. A short distance down the hall the party saw a
T-intersection ahead. Reaching it they turned right and were in not
another hallway but a twenty by twenty room with strange runic
pictographs (think of Aztec/Maya engravings) on the walls, some of
which were odd figures that looked very different. There were no
exits out of this room, so they went the other direction and
discovered another twenty by twenty room on the other side, with
similar runic pictographs and designs on the walls. There were no
other exits here, so the party searched the walls for secrets.
Merrick actually found a secret panel at the end of the long hallway
at the T intersection. Ydee was paid to search for traps and disarm
the one she found. Behind the panel was an old and rusty looking
valve wheel about 7 inches in diameter. Desorna attempted to turn it
left but stopped when she felt like she might be breaking it.
Merrick took over and turned it to the right and found it would turn
about 90 degrees before stopping. When he did so they stopped to
check and see what might have changed. Unfortunately what the
discovered was a hissing sound in the distance. Taking a touch with
himself, Merrick went to see if he could find the source of the
hissing noise. He walked down the two steps and then walked on top
of the silty mire back to the corner and turned south. As he did so
he noticed that the flame of his torch was turning bluish. Realizing
this as a sign of explosive gas, he decided after some discussions
and back and forth to try to burn the gas away. Lighting a second
torch off of the first, he prepared to throw the second torch down
the hallway. As he did so it ignited the gas which ignited more gas
around Merrick burning him badly. Very singed he walked back to
report his results to the rest of the party. But the faint hissing
of gas continued unabated.
At a dead end for the moment and
unwilling to go down the heavily scorched hall towards the hissing of
gas, the party returned to the first room they entered and tried to
proceed south. This door was equally difficult to open, and when it
was opened more silt poured in through the door. The door jammed
making it impossible to close and the flow of silt could not be
stopped, but luckily the silt only added to what was already in the
room and filled the floor to a depth of slightly over three feet.
This made slogging down the halls even harder for the elves in the
party, but they did their best and continued on.
Continuing down the newly revealed
southern hallway, the party quickly came to a four-way intersection
but continued on straight after they saw steps a short way down the
hall. At the top of the steps a short hall ended in a pair of bronze
double doors. The party advanced and, after making sure the doors
were safe to open, they opened them.
As the doors opened they revealed a
thirty foot wide by forty foot long room with torches in brackets
every ten feet along the side walls. These torches flickered to life
showing a room with piles of what appeared to be rock and pebbles
here and there on the floor and a raised dais in the southernmost ten
feet of the room with a long altar like object sitting in the center
of the dais. The party approached carefully and found a shroud that
was so pale as to appear almost transparent on the altar with
something thin underneath it. Desorna was the first to step on the
dais and as she did she heard a voice in her head speaking in a
heavily-accented unknown language that changed partway through into
elven and finished by saying “...the tomb of Kaltec-Nairi must be
worthy.” This caused her to hesitate in some fear before Merrick,
having heard no new voices in his head stepped up on the dais and
past the elven fighter to pull the shroud aside to reveal the most
beautiful bastard sword he had ever seen. Overcome by the desire to
possess this, he picked it up and failed a saving throw, hearing “not
worthy” in his mind, before spinning to stare at/through Desorna
and moving to attack her. Though he was not as effective under the
control of the sword, he still attacked Desorna. The battle went
badly for both of them for a dozen seconds as they hacked at each
other until in his attack he caught his wrist against the elbow guard
of her armor. The resulting shock caused the sword to slip from his
grip and clatter to the floor, and he dropped to his knees as he
regained control of his senses. Ydee, who had been maneuvering to
get behind him to attempt to cosh him relaxed for a moment until
Desorna picked up the bastard sword only to have it change to a
battle axe in her hands. The words 'not worthy' echoed in her mind
before the madness overtook her and she turned to continue the fight
with Merrick. Ydee managed to maneuver behind her as the two
fighters continued to hack each other, and then Ydee ended the battle
by successfully coshing Desorna and knocking her out, leaving the axe
to clatter across the floor.
Merrick decided that perhaps the only
safe way to pick up this implement of doom was with the shroud, so he
grabbed it from where it had fallen and lay it over the axe. This
caused both the axe and the shroud to vanish. Confused by this,
Merrick went and looked at the altar again. The shrouded weapon was
not back on the altar, but there was a noticeable seam running
lengthwise down the middle of the altar itself. With some effort the
fighter and an ally or two managed to open the top of the altar to
reveal a human skeleton inside with a shroud covering its torso
leaving only the skull exposed. The shroud looked very similar to
the one that had previously lain on the altar, and there was a faint
outline of some large object lying under it on the skeleton.
Removing the shroud revealed that the skeleton's hands were crossed
on the hilt of a two-handed sword whose blade was very odd. It was a
long strip of metal with jaggedly sharp pieces of obsidian set along
the blade like the teeth of a saw. Merrick, hesitantly, reached for
the blade only to have the skeletal hands pull it away from him
before the skeleton leapt to its feet and attacked.
For all the damage the fighters had
inflicted on each other, what the skeleton could do with this sword
was beyond that. Merrick faced the brunt of the damage and only
stayed in the battle due to the multiple lesser and minor
regeneration spells LaVeya cast on him. Other members of the party
attempted to help but the skeleton's attacks quickly made them wish
they hadn't. Ydee alternated between trying to wake up the coshed
fighter and attacking the skeleton, but once she did enough damage to
draw the skeleton's notice, and a single round of the skeleton's
attacks reduce her from 23 hit points to one hit point, she focused
on awakening Desorna. Finally, with a mighty blow, Merrick killed
the skeleton and it collapsed and vanished in a flash of light that
blinded the party for a moment. When their vision cleared the party
saw that the skeleton was gone and the altar was closed again. The
party was unwilling to open the altar again, but Merrick took some
comfort in the voice that spoke the words “Perhaps you are worthy.”
in his mind. But as far as he knew nothing else happened.
Meanwhile, back at the cabin, Mirin and
Deckard had walked back into the main room after a few moments and
found themselves alone. The party had vanished, along with the
goblin (not that they much noticed or cared about a goblin), and only
the cube remained lying on the floor. Suspecting treachery of some
sort, they were somewhat confused when Gregor walked back into the
room from the kitchen bearing a tray of bread, cheeses, some hard
sausage, and fruit and seemed as surprised as they were. “Where
have your friends gone?” Gregor asked. The wary adventurers
replied, “We were going to ask you that.”
Some peaceable discussion followed
where Gregor informed the group that he had no idea what had happened
either, but he was beginning to be concerned for both the rest of the
PCs and for the Silver Eagles' magic-user. Gregor told them that
this item along with some others had come from a recent adventure to
a place that was referred to in some noted that they had found as the
Dungeon of the Trickster. After they had returned to the Aerie, the
Silver Eagles were going to rest up for the night before most of the
party were going to go and do some more scouting of the isle where
the drake was. Glenalen, the magic-user, had taken the items that
had detected as magical to his room and workshop to identify before
resting, then he was going to get up early for the scouting mission.
When the Silver Eagles had awoken
comfortably late the next morning a knock on Glenalen's door brought
no answer, and opening the door showed that the mage was gone.
Figuring that the usually impatient mage had grown tired of waiting
and had flown off to scout, the majority of the rest of the party ate
quickly, gathered their gear, and headed off after the mage, hoping
to catch up to him at the end of the first day. Barron, the dwarven
cleric, was going to Treefold to buy more supplies while Gregor was
staying at the Aerie to watch over the place and continue training
Poknar. It had been several days, but that meant nothing since the
drake's island was at least three days away cross country. But based
on the result of Strix's identify spell, perhaps Glenalen was not
flying ahead of the scouting party but had instead been sent
elsewhere through the cube.
Concerned, but without any ability to
cast a similar spell at the cube, and with a relative unwillingness
to do so, the three sat down to eat and chat and to hope that either
the vanished PCs and/or Glenalen would return soon. Otherwise when
Barron returned the combined foursome might mount a search and rescue
mission themselves.
Back in the ancient tomb of the king
(though the adventurers had and have no concept of that being where
they are), the party continued to heal a bit and tried to figure
where to go next. Leaving the guardian's tomb, the party turned
right and then right again into the first byway. This led to a short
hall that ended in a T intersection with rooms on each side, but
without glyphs this time. What there was in the far corner of the
right hand room was a skeletal head protruding out of the silt. The
party cautiously advanced toward it and Merrick tried to bodily lift
the skeleton out of the silt so it could be examined. The skeleton
was heavily encrusted with muck and had little to show other than
some rusted metal links of what used to be armor and some quickly
disintegrating leather scraps. As Merrick lifted the skeleton's belt
flaked away dropping its empty scabbard back into the muck. Merrick
grabbed the crusted scabbard and removed his ring so he could
actually search under the silt for a sword that might have gone into
it. A quick search led him to find an equally encrusted short sword
which he picked up. Hacking at the crust with his dagger removed
enough of the crust to reveal the sword's still-bright metal
underneath. Considering this a notable curiosity, the sword and
scabbard were bundled up and taken along.
Further searching revealed a panel at
the end of the hallway at the T-intersection as had been encountered
before. Ydee detected no traps here, and so the panel was opened
which led to minor electric shocks as arcs spread throughout the
party. A single lever was behind the panel in an upright position.
The lever was pulled sending more electrical shocks throughout the
party and a loud thunk was
heard in the distance in the direction of the hall they had come
from. Leaving this place behind, the party went in search of the
noise they had heard and what might have been revealed.
Turning
back the way they had come, the party passed by the hallway to the
altar room and continued forward. After a short distance they came
to a four way intersection where, following the right hand rule, they
turned right. Another short slog through silt led them to another
four way intersection. A look to the right revealed a door a short
distance in that direction. They went and opened that door and found
a ten foot by ten foot room beyond with a door in the far wall that
matched up to the west door in the room where they had first
appeared. Not even bothering to enter this room, they returned to
the intersection and went right from their new perspective.
This
right was a short passage that led to a T-intersection with, once
again, rooms with glyph pictographs on the walls on each side. The
right hand room was odd though as it also had a circular hole in the
center of the wall opposite the entrance that was roughly three
inches in diameter. The party went to investigate this hole and
Merrick stuck his ten foot pole (which the DM is seriously rethinking
allowing most adventuring parties to carry. I mean, my Lord, how
awkward is it to carry such a thing in a dungeon?) into the hole and
determined that it was roughly five feet deep. Stooping and trying
to use a torch to peer down the hole he was able to make out what
could be best described as the Aztec equivalent of a frowning face at
the end of the hole. There were also smaller diameter holes that
entered into this channel which seemed to serve little purpose but
made the fighter nervous.
After
determining that there was nothing else to be done there the party
went to check out the other room. They found no hole in here, but
they did find a circular section of the wall that was roughly the
same diameter and perfectly smooth and without glyphs. Pressure on
it caused it to sink into the wall, and soon the ten foot pole was
used to push it all the way in as far as it would go. It went in
about five feet as well before stopping which pushed the frowning
face out equal with the wall on the other side. Since this didn't
seem to do too much, the party searched for and found the expected
panel on the wall at the T-intersection. A switch was found after
the trap was disarmed and a much closer clunk
was heard. Looking into the rooms there were no visible holes in
either wall and the frowning face was gone from the right hand room,
but a stylized smiling face was now on the previously blank stone in
the left room. The smiling face could be pushed in, and was for
about six inches, but when it was there was a smaller clink
from it when pressure was released. LaVeya looked into the hole and
found that the bottom of the stone had fallen away and what looked
like an odd ring was visible. Using one of Ydee's arrows to fish
with, LaVeya managed to hook and remove the ring, which actually was
the grip of a small key of archaic make. Pocketing this for future
use, the party moved onward.
Following
the only unexplored hall from the four way intersection, the party
took a left turn when the hall gave them no other options (and went
up another short flight of stairs out of the silt that the DM forgot
to mention in game. Admittedly, the DM did that more than once in
this adventure. Gah! Stupid map memorization fails.) and bypassed a
side hallway to the left as they saw a door ahead on the left. The
door was cautiously opened to reveal a twenty by thirty room with a
large chest sitting in the center of the floor and a door across from
the one the party entered through. However, the side walls were
honeycombed with holes which made the party very nervous. Ydee
determined that the floor was a pressure plate, and LaVeya used the
ten foot pole to stamp down hard on the floor to see what would
happen. The result was that hordes of what looked like cactus spines
flew across the room. A repeat of the trick with the pole led to
another storm of spines flying back and forth across the room. The
party decided that they didn't want to risk it, but Strix advanced
the idea that if she entered the room in gaseous form and returned to
her usual form ON the chest, she would be safe since the chest
wouldn't be on the pressure plate. There was some hesitation about
the wisdom of such a plan, but in the end Strix tried it.
Unfortunately, Strix's guess about the chest not being on the
pressure plate was incorrect and the flurry of spines caused enough
damage to render the poor magic-user unconscious and bleeding out
even before the poison on the spines killed her dead. Unfortunately,
Strix and all her possessions were out of reach unless someone else
wanted to enter the room, and no one did. Too bad about the
spellbook.
Now
without a magic-user, the party closed the door on Strix's tomb and
continued down the hall. It made a left then an immediate right
before ending in a door. Opening the door took some effort without
Strix the door-opening crowbar, but the doors opened and the party
entered the room beyond.
This room was a 30 by 30 room with stylized engravings along the walls resembling a view of a mountainscape from a peak within the mountains. There was an engraving of a setting/rising sun on the west wall (since all directions were subjective after being teleported), and an engraving of a rising/setting crescent moon on the east wall. Another set of bronze double doors was in the center of the far wall. The moon and sun appeared like they could be pushed like large buttons. Ydee detected traps on each but failed to disarm them, so they were left alone. The double doors were not trapped but were locked, though the lock was way too large to fit the key they had found. Ydee made short work of the lock and the party opened the doors.
This room was a 30 by 30 room with stylized engravings along the walls resembling a view of a mountainscape from a peak within the mountains. There was an engraving of a setting/rising sun on the west wall (since all directions were subjective after being teleported), and an engraving of a rising/setting crescent moon on the east wall. Another set of bronze double doors was in the center of the far wall. The moon and sun appeared like they could be pushed like large buttons. Ydee detected traps on each but failed to disarm them, so they were left alone. The double doors were not trapped but were locked, though the lock was way too large to fit the key they had found. Ydee made short work of the lock and the party opened the doors.
The
space beyond was filled with a thick mist, though there were walls
barely visible to the left and right that showed that the space
beyond was around thirty feet wide. Desorna and LaVeya entered the
area to explore while Merrick and Ydee waited to see what they would
find. After a bit there was no response to the fighter and thief
shouting the names of the two explorers, and when Ydee lay flat to
see if she could see under the mist, which was possible, no sign of
the two was seen. Merrick groaned at this news and said, “Well, it
is just us then. Let's go back to where we came in and see if they
find us.”
Desorna
and LaVeya had actually found themselves lying down in a confined
space. Though this was unnerving for both of them, the elf was extra
freaked out by this as elven claustrophobia made it almost
unbearable. LaVeya managed to push up on the heavy coffin lid that
had her trapped and slide it aside while Desorna continued to try to
beat her way out of the solid coffin. LaVeya carefully squeezed out
of the coffin and off of the catacomb shelf to find that they were in
a twenty foot long hall with many catacomb shelves cut into it, but
only one other had a coffin on it. There was phosphorescent light
coming from the ceiling which gave enough light to see by, so the
human was able to see dimly. LaVeya managed to shift the coffin lid
and help the panicky elf escape. They were both without the majority
of their equipment: LaVeya had her leather armor and her ironwood
staff while Desorna was only wearing the padded armor from under her
plate armor. They each had a sling, but no ammunition for it and
there was no easy path to escape. A stone slab with some melted
metal visible in the cracks around its edges was the 'door' that
sealed off the room. A search found nothing else of interest other
than an old dagger lying at the back of one of the lowest shelves,
but Desorna was happy to grab it up as a weapon. After a brief
amount of time the two noticed that it was getting harder and harder
to breathe, meaning that the place where they were was air tight.
The resulting fear increased for the elf though she tried to calm her
breathing so to make the air last longer. LaVeya changed into the
form of a rat for the same purpose, and then Desorna attacked the
metal seals with the found dagger, trying to desperately remove
enough that they could make an escape. Their vision had become
narrow tunnel vision by the time Desorna had more or less cleared one
side of the slab of its seal, and afterretaking her human shape
LaVeya threw her weight against the slab with Desorna and tried to
make their escape before suffocating. With their last gasp they were
successful and the slab fell away allowing them to take deep breaths
of relatively fresh air.
That
obstacle surmounted and their escape from entombment made, the two
peered down the dark hallway before them trying to make out any
features. The human couldn't see much of anything of course, but the
elf could barely make out an intersection of some sort at the limit
of her vision. They also realized that LaVeya's hands were faintly
glowing now from when she had been lifted up by the fighter to search
the ceiling for secret ways out. This phosphorescence was enough to
allow Desorna to use her low-light vision, so LaVeya lifted Desorna
up so she too could coat her hands with the phosphorescence. As
Desorna turned to lead the way down the hall LaVeya couldn't help but
giggle out loud. When Desorna asked what was so funny, LaVeya
grinned and said “I left two glowing handprints on your butt when I
picked you up!” With the elf's tail lights making it easier for
the human to follow her, the pair carefully started down the hall.
Following
the right hand rule, the pair took the right turn at the four way
intersection. This led down a short hall to a T-intersection with
glyph-filled rooms on each side. The rooms didn't look familiar, so
the pair turned right again at the four way intersection and headed
toward another hallway that opened into another thirty by thirty
room. The hissing, which had been noticeable, grew ever louder as
they approached.
This
room had a 10 diameter round area inset into the floor in the center
of the room. A smaller round area, about six inches in diameter, was
raised in the center of this equal to the level of the rest of the
floor. A roughly inch and a half diameter hole was in the center of
this and there was a hissing emanating from it and the smell of gas.
Desorna tried to stop the gas with the hilt of the found dagger, but
while it quieted the hiss it did not stop it, and it made them notice
that there was an equally loud hiss from the ceiling overhead. Not
wanting to be rendered unconscious from the gas, they decided to keep
going.
Down
a short flight of stairs and into the silt again, they came to
another four way intersection and again took a right turn. This
hallway went thirty feet before it came to a T-intersection, this
time with a set of bronze double doors ahead. The doors were
tempting for the underequipped duo, so they considered them before
turning right as protocol dictated. This passage led thirty feet to
yet another T-intersection, this time with the expected twenty by
twenty foot rooms on each side, though these were plain-walled. Not
wanting to fool with a potentially trap-filled panel, they returned
to the double doors and slowly opened them.
Beyond
was a thirty foot by thirty foot room with stone sarcophagi standing
against all the walls, one in the center of every ten feet of wall
space. Considering their current levels of equipment, they decided
to not open these either. From pain comes wisdom. Back to the hall,
a right hand turn, and down another silt-filled hallway.
The
next T-intersection was actual hallways instead of standard twenty by
twenty rooms on each side,so they took a right, went around a corner
to the left, and then took a side passage to the right. This led ten
feet down to another T-intersection with unadorned rooms on each
side, and so back to the hallway they returned. The hallway led up a
flight of stairs and continued forward thirty feet to another
T-intersection with the standard two rooms, but after a moment these
two rooms looked familiar. Sarai looked at the original pre-teleport
map she had drawn versus the after-teleport map (that Desorna
actually didn't have since all her equipment was missing) and
discovered the overlap and correctly identified that they were in the
first pair of rooms they had explored. Once they were oriented they
returned to the room where they first arrived and were greeted by
Merrick's “What took you so long?”
Once
the party had reformed they went back to investigate the sarcophagi.
Once back in the room they opened the first sarcophagi beside the
door. A mummified body stepped out and began attacking the party.
Some panic ensued until the 'mummy' collapsed after not too much
damage and they realized that it was just a wrapped up zombie. They
zombie didn't have much else of interest, so the group moved onto the
next one.
This
one, when opened, resulted in a much more significant battle as the
plate armor clad wrapped zombie hacked into Desorna twice with a very
familiar looking silver bladed pole axe, hurting her badly. But the
zombie was quickly killed and stripped of her gear. Meanwhile LaVeya,
feeling that she knew the pattern, ran to the opposite sarcophagi,
much as she had been on the opposite shelf from Desorna in the tomb,
and with help got it open and attacked and killed the zombie wearing
her equipment. When the party was reequipped and ready to go, they
continued exploring.
The
party returned to one of the discovered but unexplored twin rooms
next to the sarcophagi room and found a secret panel which caused
another loud thunk to
come from behind them, perhaps from the original entry room.
Returning to this room they discovered that a opening roughly twoand
a half feet square and three feet deep had opened in the center of
the ceiling. Merrick's helm of vision allowed him to see that there
was a small keyhole, about the size of the key LaVeya had, in the
center of the ceiling in this opening. Now the question was how to
reach it?
Minds
met, bickered, and finally a well done working conclusion was reached
after a couple of less successful ones were attempted: Merrick used
his hand axe to notch the end of the ten foot pole, the key was
wedged into the end and lashed there with a strand of twine that had
been unwound from the rope. Then, with Merrick standing on the silt,
Ydee sat on Merrick's shoulders and had the combination of high
dexterity to fit the key into the lock on the first try and high
strength to turn the key with the pole. There was a bright flash, a
moment's disorientation, and the four surviving adventurers were back
in the main hall of the Aerie where the chatting three were finishing
their dinner and sipping beverages of their choice.
Discussion
of what had happened took some time, and it was noticed that one side
of the cube was now a deep red color, which may have meant something
but without a magic-user it was only guesswork. Facilities were made
available for cleaning up as the silty much had inundated much of the
clothing and armor of three of the four since Merrick had managed to
stay MOSTLY out of it because of his ring. The foundling short sword
and its scabbard were cleaned and were shown to be a beautiful blade
and a very well made and decorated scabbard, though both had odd
design elements. Strix was mourned a bit by some of the characters
and not at all by others, and Poknar's loss was greeted with an “Oh
well.” Then the plan was made to take word of this item to Glykras
and to wait for the remainder of the Silver Eagles to return and to
try to plan out what to do next, if anything.
And
here we paused for the night.
Experience points for the party (and
wow this gets odd):
Merrick: 1522
Ydee: 1522
Mirin: 500
Deckard: 500
Desorna: 1522
Strix: Deceased. :-(
LaVeya: 1522
Mirin and Deckard get a portion of xp
for helpful advice and such. Hunter gets 500 sympathy XP for
character death, but he needs to quit making a habit of it. :-p
Merrick has had something happen that
he knows nothing about yet.
If you all ever find a magic-user
again, you might want to get the short sword identified.
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