July 16th, 2017
The Tomb of Stairs and Statues Part Two: the Change-Up and Final Challenge
From my left:
Zack playing LaVeya the 5th
level human druid
Connor playing -nameless- the 1st
level human cleric
Matt playing Mirin the 3rd
level human spellsword
Nick playing Merrick the 6th
level human rage-zombie fighter
Catherine playing Ydee the 6th
level half-elven thief
Paige playing Keeva the 1st
(2nd) level halfling infiltrator
Sarai playing Desorna the 6th
level elven axe-maiden
Hunter playing Flever Graveltoes the
1st level gnome ranger (a combination that is not allowed
in LOL, but Hunter has had a rough time with character survival, so
this is his gift from the DM)
and Chris playing Deckard the 3rd/6th
level human ex-fighter/thief
The last game paused when the party
opened another door to find a twenty by thirty room, and it restarted
at that same point with a small change. Justinia Faith disappeared
and in her place was a human cleric and a gnome ranger. Also, Mirin
had been with the party all the time, but no one had noticed. With
these substitutions completed, the room was entered. All that was
visible in the room was a diamond shaped pit, ten feet on each side,
in the center of the room. A glance down into the pit by Merrick
seemed to reveal a bottomless pit. LaVeya threw a sling stone into
the pit which banged once or twice off of walls before being lost in
silence. There was another noise that some heard at this point: a
faint clunk then a grinding noise. No one could figure out where it
was coming from until a glance upward showed that the ceiling was
getting closer. Panicked but still reasonable the party tried to
open the door on the far side of the room only to find that it seemed
to have been wedged shut. Merrick hammered an iron spike into the
floor and tied a rope around it so he could rappel into the pit to
escape crushing if needed. LaVeya use a stone shape spell to make a
hole in the door and remove the wedge. She then pulled the door open
and most of the party scrambled out into the hall beyond while Keeva
and Desorna did their best to reel in the dangling Merrick who was
almost literally at the end of his rope. The rescue attempt almost
went very badly indeed but as he started to slip Merrick managed to
grab on to the edge of the pit and dangle by his fingertips for a
moment before scrambling up and making a rush for the door. They all
had a narrow escape and watched the ceiling hit the floor with a
thud. It rose again a moment after and the party continued onward.
The passage beyond was another twenty
foot long hallway ending in another door. The adventurers carefully
opened the door to reveal the expected thirty by thirty foot room
beyond with the doors in the center of the left and straight ahead
walls and a stone throne with a motionless robed skeleton sitting in
it against the wall to the right. As the party moved to examine the
skeleton, it turned its head to watch them. It spoke in a language
no one understood and in an attempt to communicate Deckard took out a
quill pen and paper to offer the creature. It responded by pointing
at him, saying something else in its language, and Deckard was gone.
At this point the party attacked.
The fight was not as difficult since
the skeleton never left its seat, but it would just point and another
person was gone. As party member after party member vanished the
remaining characters began to worry as only low level characters and
Ydee were left. Finally Ydee rushed the damaged skeleton and killed
it with the Dagger of Evisceration. The creature died in a blinding
flash of light that rendered everyone in close combat with it
unconscious and leaving Keeva alone and a bundle of nerves until the
other two awoke. Once they awoke, the surviving members of the party
looked around they noticed something odd. There was most of an arrow
floating in midair, about three or four feet off of the ground.
Careful examination showed that the arrow was stuck in the back of
some sort of unseen metallic figure. Further investigation led to
the realization that the missing party members were not gone, but had
instead been paralyzed and made invisible by the powers of the undead
creature. And Desorna had unfortunately taken a good amount of
damage from friendly fire from Keeva.
Once the paralyzed and invisible
members recovered, the party searched the room. Flever noticed that
the seat of the throne was loose and he managed to move it to reveal
a compartment underneath. A large sack was in this hidden chamber,
and as Deckard moved closer to try to examine it for traps, Flever
leapt past him and opened the sack, causing a fine mist to spray into
his face. Flever managed to make his saving throw and only had to
deal with his eyes being irritated by the effects of the spray while
Deckard cautiously opened the bag to check out what was inside. The
contents included another two dozen chunks of gold ore and a box that
contained six cut crystal vials, each containing some sort of powder
that had once been a potion. These items were carefully stored away
and the party continued on.
Through the door in the far wall lay
another twenty foot long hallway as the symmetry continued. Deckard
continued checking for traps and found one on this door. It was
disarmed and the door was opened. The expected twenty by thirty foot
room was revealed beyond the door, with another door opposite the one
they entered. In its center was a three foot tall sloping-sided
pyramid with a flat top. Three feet over the top of this floated a
softball-sized multifaceted clear gemstone. Cautiously approaching
it, the party tried to examine it and finally Deckard reached up to
grasp it. As he did so his hand passed straight through it and a
flaming skeleton with a bastard sword of fire appeared in each corner
of the room and moved to attack the party. The damage dealt by the
swords was severe, and worse when the skeleton was killed it exploded
in a ball of fire, damaging those nearby. With the opponents out of
the way Deckard tried to grab the gemstone again. Unfortunately it
was still impossible to grasp, and four more firey skeletons
appeared. These ones were unarmed and instead of making physical
attacks they rushed toward the center of the room and detonated, once
again injuring a good number of the party and in these deaths the
nameless cleric was reduced to zero hit points and Flever the ranger
was nearly killed. In the aftermath LaVeya tried to stabilize the
gnome, but ended up just casting a minor regeneration on him instead
to ensure that he would survive. As the gnome staggered to his feet
supported by others, the party insisted that Deckard leave the gem
alone so they could continue on. He did convince them to search the
pyramid before leaving and they did so discovering that there was a
reddish section near the base that looked to be a compartment of some
sort. After carefully prying at it they discovered it was a reddish
stone that was ten inches by ten inches by four inches. As this
matched the previously located green stone it went into the bag of
holding for future use.
The far door led to another short
hallway and another door to a fifty by fifty corner room with the now
familiar raised areas and statue, this one pointing to the northeast
corner. The skirt of this statue was slightly greenish and Deckard
climbed the statue and tried to see if the green stone from the
previous session would fit in the hollow of the hand that he expected
to find. It fit perfectly in the space though nothing seemed to
happen when it was inserted, and it could not be removed. But after
confirming what was expected, Deckard climbed back down and the party
continued on.
Through the door was another hall and
after the door at the end of that hall another room. All that was
visible in this room was a simple stone pedestal with a lever
sticking out of the top. Carefully Merrick, Deckard, and Desorna
approached it and examined it. No traps were found and so Merrick
pulled the lever. When this was done the three fighters were hit by
something gelatinous falling on them from above and trapping them
within it. Desorna was paralyzed by the gelatinous cube and all
three took some damage while the remaining members of the party tried
to help them kill the cube. A couple of people were paralyzed and
injured before the battle was done, but once the fight was finished
the badly damaged party moved on.
Down the next hall to the next room the
bedraggled party went, helping half carry their new gnome ally. The
next door was opened revealing another thirty by thirty foot room
with a door to the party's left and another straight ahead. A large
stone sarcophagus lay in each corner of the room, the head of each in
the corner and the feet pointing to the center of the room where a
large faintly glowing glyph was inscribed on the floor. Tying a rope
around himself, just in case, Deckard tried to cross the floor to the
left hand door without looking at or coming near the glyph. Merrick
was holding the other end of the rope and trying to steer the
ex-fighter/thief so he would avoid the rune. They were not competent
at this plan, but the curious synchronicity of their incompetence led
to the endeavor being a resounding success as Deckard reached the
door with no problems after taking the long way around thanks to
Merrick. As the rest of the party attempted the crossing, Merrick
couldn't help but look at the rune. He hesitated when he caught a
glimpse of it, then stopped and stared for a second before shaking
himself and continuing along.* There were some minor concerns about
this, but Merrick said he was fine, just fine, really, so the party
continued on, back to the central room where they hoped to get some
rest,spell points, and healing before returning.
Merrick had first watch and soon after
the others had gone to sleep two spectres came through the doors and
moved to attack. Several members of the party were awakened for the
battle and after a round of combat Merrick said something to them in
a language no one understood,** and the spectres hesitated and then
left. There was some confusion over this, but since no one was
losing xp they all went back to sleep leaving their trusted fighter
ally Merrick on watch.
The rest of first watch passed
uneventfully, as did the second watch of Desorna. The third watch of
Deckard seemed to pass uneventfully except for the time when Deckard,
apparently overcome by tiredness, dozed off for a bit before shaking
himself back awake and finishing his watch.
In truth during third watch a tall
skeletal figure clothed in black robes and menace appeared in the
center of the room and slept Deckard and cast a spell to make him
forget seeing the figure. By some stroke of luck Desorna was awake
during this and feigned sleep while keeping an eye open to see what
the thing was going to do as she slowly, silently reached out to have
her hand on the haft of her axe.
The figure moved over to where Merrick
was sleeping and stooped down to touch his shoulder. Merrick woke up
at the touch and a quiet conversation began in an unknown tongue.***
After a few minutes the conversation was over and the figure vanished
and Merrick went back to sleep. A bit later Deckard awoke and resumed
his watch with no memory of what had happened, and Desorna closed her
eyes and attempted to return to sleep in spite of her uneasiness.
Upon awakening after their rest the
party was healing up and preparing for the next stage of their
adventure. Merrick was champing at the bit to be underway and
impatiently urging the party on so they could get the remaining
stones and finish up. This attitude seemed odd to the others, but
Desorna kept quiet about what she had seen and the others shrugged
and went about their business. Merrick started to the east door
first and when asked why he said it was the way to the light blue
stone. Though confused by his knowledge and his insistence the party
prevailed on him to return to the south where they had most recently
been. Grumpily allowing himself to be convinced, Merrick went along
with the plan.
Under the prodding of Merrick to hurry
up the party went back south and through the door to the east. Down
the hallway they came to another door which Merrick opened and they
entered another twenty by thirty foot room with six pedestals, three
against the left wall and three against the right, with one of the
odd looking stylized heads similar to the ones on the statues in the
corner rooms on each. Moving purposefully Merrick walked to the
center pedestal against the right hand wall and turned the head to
look at the wall, then did the same at the center pedestal on the
north wall. Then he moved to the center of the room he stepped on a
part of the floor that apparently released the lock on a trapdoor
next to it. Opening the trapdoor he pulled out a white stone like
the previously found green and red ones, handed it to Deckard, and
said that it would be more direct if they just went back through the
central entry room and down the east hall instead of dealing with the
other obstacles. The party was becoming more and more concerned by
Merrick's odd behavior, but they went along with it. Returning to
the central room and then to the east Merrick quickly pushed the
hidden release for the locked door and continued on. Entering the
unexplored thirty by thirty foot room the mummified figures against
the far wall came to life and started to move toward the party, but
some words from Merrick in a harsh unknown language sent them back to
rest against the wall.**** Merrick led the way north out of this
room, down the short hall, and into the next room.
In the center of this twenty by thirty
foot room was a small raised dais with an odd metallic statue that
had a crookedly spiraling central column with many odd phalanges
sticking off of it, some stretching several feet away. Merrick
walked over to the statue and pushed a shorter of the many protruding
pieces on it, announced that it was disabled, then stooped to open a
hidden section of the base and remove a faintly light blue stone from
underneath which he handed to Deckard. “Now,” he said, “we can
get to the center chamber of this place.” And then all hell broke
loose.
A wild look came into Deckard's eyes
and he tensed up, seeming to be in great pain. His hands curved like
claws in this rictus, and then after a moment he began wildly
punching himself in the face, screaming “The power of Shay compels
you! The power of Shay compels you!”***** repeatedly until he
collapsed in a heap with blood trickling from his ears, eyes, nose,
and mouth. After a moment of this he scrambled back to his feet and
said “Do NOT use those stones!” He then proceeded to explain to
the party the situation (given in the footnotes below if you haven't
read therm yet), and explain why the party does not want to use the
stones and confront Mneh-Ptah. Basically, “He'll kill us all.”
However, and beneficially, Merrick does
retain enough of Imhotep's memories to identify where there are other
treasures in the dungeon (in the center rooms on each side of the
outer box), though he strongly suggests not pursuing the treasure in
the mummy rooms as he can no longer command them. However the
treasures UNDER the sarcophagi can be reached though he does know
that under no circumstances should the sarcophagi be opened. He
doesn't remember what is within them, only that they would likely be
killed if the sarcophagi were opened. He also tells the party one
other piece of information he remembers from his possession: the
chamber of Mneh-Ptah does not need to be entered to allow the party
to leave. If they had turned the snowflake key counter-clockwise
instead of clockwise they would have been teleported out of the tomb.
Live and learn.
The party leaves the spindly trap room
by the north door to avoid the room of mummies and to return to the
central chamber. Desiring treasure they return south to the
sarcophagus room and loot the four treasure compartments there,
gaining more gold ore and four more boxes of items. Hurrying back to
the central room to make their escape they find that they have been
in the tomb long enough for the key to be missing and Merrick tells
the party that the four pieces have returned to their rooms. LaVeya
casts resist elements on Merrick and Deckard so they can be on point,
and the party begins the inner loop again. LaVeya and the nameless
cleric remain in the center room to wait as they are low on spell
points. This lasts for a brief while until a tall skeletal figure
cloaked in black robes and menace appears in the center of the room.
Panicking, and with initiative in their favor, the two run screaming
out of the room and catch up with the rest of the party. With the
two gone the figure vanishes again.
The battles are slightly easier this
time as the party knows what to expect, with the exception of the
toughest of them all, the poison giant in the acid room. Much of the
party is badly injured once again before the key is reassembled and
the party takes it back to the center room and turns it two clicks
counter clockwise. There is a flash, and the party finds themselves
back in the Silver Eagles Aerie. They seem to be alone here, and
only three sides are lit instead of four (the third side being golden
after the red and blue of previous sides). The party waits for a
week, allowing their new gnome friend to recover from his near death
experience, without the Silver Eagles returning. After a week the
party decides to head back to Treefold to see Glykras.
The trip is relatively uneventful, and
Glykras is happy to see them and to get the news of their
discoveries. He makes a deal with them to identify the items they
have and to add the identify spell to Mirin's spellbook in exchange
for half of the gold ore they recovered. After some internal debate
the proposition is agreed to and Glykras sends them to relax in the
guest bunk chamber while he does his identifying. From the various
bags of treasure the party had found a full dozen potions that have
not been identified yet, two wands, a dagger, an amulet, and the ring
from the gelatinous cube. The wands are identified as an obsidian
wand of blindness and a bloodroot tree wand of summon insects, the
dagger is a +1 returning dagger, the ring a ring of protection +1,
and the amulet an amulet of survival (similar to a necklace of
adaptation). Glykras tells them that there are three powdered potions
of healing, three potions of essence, one of avian control, one of
reptile control, one of stone giant strength, two of levitation, and
one of longevity. Wine must be mixed with the powdered potions to
make them effective again, but this can be easily arranged. The
potion of longevity is the rarest and potentially most valuable of
the potions, and the party, having no need of it, debates what to do
with it. In the end, with Glykras' advice, the decision is made to
sell it with Glykras acting as their agent. Glykras gives them some
idea of its worth, they set an opening price (5000 gold pieces) and a
rock bottom price (4000 gold pieces), agree on Glykras' cut (10% of
the sale price), and the arrangement is made. Glykras agrees,
excuses himself for a moment, and when he returns he tosses Merrick a
heavy bag containing 405 platinum pieces (the midway price between
the two extremes, minus his cut), pockets the potion of longevity,
and tells the party “Thanks.”
While in town the nameless cleric goes
to the shrine of all faiths feeling certain that he his much to learn
after this adventure (and he is correct since he will get enough xp
to level) and LaVeya goes in search of someone to train her as well.
Meanwhile, the short people have
decided to form a family. Keeva and Flever have decided that they
want to raise a child together, and that this child should be a
chicken. After several misbegotten attempts to otherwise acquire a
chicken through stealth(?) which involved sneaking into barns and
looking for a likely child, they finally found a very rare Okerney
Black chicken (since they wanted a black chicken. I don't ask why, I
just nod, smile, and go on with things like one is supposed to do
with madmen/women) which Keeva happily paid 25 gold pieces for. And
now they have a child and are odd. I mean happy.
And with that bit of madness taken care
of, we ended for the night.
Experience points for the party:
LaVeya: 1583
-nameless-: 1583
Mirin: 1425
Merrick: 1741+ 250 for possession
Ydee: 1583
Keeva: 1583 +50 for chicken madness
Desorna: 1583
Flever Graveltoes: 1583 +50 for chicken
madness
Deckard: 1741
Side notes: LaVeya has done all her
rolls for her training, but the others who will need training will
need to go through that routine too. Nameless earned enough xp to
level this session, and Keeva already could level and may be able to
level again now, so that will have to be taken care of too. LaVeya
knows how much her training will be, but next session we will go
through the process of discovering how much money the party has for
training and expenses.
Footnotes:
*- And we welcome Merrick to the
wonderful world of possession. Hope you enjoy your stay. Merrick's
personality is subverted by that of Imhotep (as I add to the
Aztec/Maya concept by the addition of Egyptian names, in this case
the supposed architect of the great pyramids) who helped create this
tomb for his king Mneh-Ptah. Merrick knows this, but cannot act upon
it.
**- Effectively “Begone! Leave these
to me!”
***- Mneh-Ptah “Bring these living
vessels to my chambers. We shall use them in the Ritual of Living
Blood to return me to flesh so I can resume my rule.”
Merrick/Imhotep “Yes, my King. It
shall be as you say.”
Mneh-Ptah “I have waited too long for
this opportunity to come. The priests did too well sealing me away
in the darkness. Dispense with the pretense of being their companion
and just take the most direct steps to get them to the central
chamber. I wish to live and taste the joys of flesh again.”
Merrick/Imhotep “It shall be done as
you command, my King. All glory shall return to you.”
Mneh-Ptah “Command the guardians to
stand aside and lead them directly to the remaining tablets, then
unlock the passage to the center chamber. Once there we shall
immobilize them and their viscera shall feed my rebirth. And you
shall be rewarded with that which you most desire.”
Merrick/Imhotep “Thank you my King.
It shall be done as you command.”
**** “Your King, Mneh-Ptah, commands
you to be at rest! These vessels are for his purposes.”
***** Shay, Merrick's wife and the
mother of his three children, is an elven woman and a spellsword of
some skill and more ability (levels) than Merrick possesses. Merrick
loves his wife dearly though she still manages to intimidate the heck
out of him. Her 'control' over him apparently helped him to resist
the possession and regain control of himself. Shay's current
whereabouts, and those of their children, are unexplained by Merrick.
But Merrick's rage against many things is apparently related to the
situation with his family.
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