July 23rd, 2017
Training, the Return to the Aerie, and the Final Side of the Cube
From my left:
Zack playing LaVeya the 6th
level human druid
Connor playing -nameless- the 2nd
level human cleric
Matt playing Mirin the 4th
level human spellsword
Paige playing Keeva the 3rd
level halfling infiltrator
Sarai playing Desorna the 6th
level elven axe-maiden
Hunter playing Flever Graveltoes the
1st level gnome ranger
Chris playing Deckard the 3rd/6th
level human ex-fighter/thief
and the Kindly DM playing Ydee,
Catherine's 6th level half-elf thief
During their time in Treefold various
members of the party decided that they needed, and now could pay for,
training. The gold ore was taken to an assayer's office and the
party were paid 930 gold pieces for the ore, giving them 103 gold
pieces each. Division of the payment for the potion of longevity
worked out to 45 platinum pieces each, meaning each member of the
party was rewarded with over 500 gold pieces of monetary treasure to
use in their training. The party also divided the various magic
items they had discovered. Leaving the three healing potions and the
three essence potions aside as party treasure, the players each
rolled a d20 to see who would claim what item. Flever had the first
pick and chose the amulet of survival. Mirin took the ring of
protection +1. Merrick took the potion of stone giant strength.
Desorna, who fears giant lizard attacks, took the potion of reptile
control. Deckard chose the wand of blindness, even though he can't
use it (yet), but neither could anyone else who still had a pick.
LaVeya claimed the wand of summon insects. Only potions remained,
but that didn't seem to bother anyone. Keeva took a potion of
levitation, -nameless- the potion of avian control, and Ydee took the
last potion of levitation along with the dagger of returning +1 that
she had asked for and been given last session. With the treasures divided the party was ready to finish
training and return to the Aerie.
While Keeva was doing her two weeks and
a few days worth of training for her two levels the party continued
to look around and learn about Treefold and the area surrounding it.
LaVeya's interest in finding new animals to befriend was a main
concern and she was both excited and a bit alarmed when a hunter told
her of a huge bear he had seen sleeping in a cave west of town. With
an interest in finding this bear LaVeya, Desorna, Mirin, and Flever
went in search of its lair.
As they traveled they took watches
since they knew never to feel more secure. During one late night
watch Desorna, who was on guard, heard rusting in the trees overhead.
Nervously she went on alert and kept her eyes focused on the points
in the trees where the rustling was coming from. After a few minutes
of this she felt a tugging at her belt and she swatted at it, looking
around to see what might have been there. Nothing was seen and soon
the rustling stopped as the pixies who had been alternating between
rustling branches to distract the fighter and sneaking down to pick
her pocket left the area after the loser of their game failed and
made Desorna aware of their actions. Desorna was down twenty each of
platinum and gold pieces, which annoyed her and may have dispelled
some of the lingering like she had for the playful variety of fae.
A couple of days west of town the party
found the cave where the hunter had said it would be, and a deep
breathing/snoring could be heard from the cave. LaVeya cast her
ghostly lantern and crept in finding a humongous greybacked grizzly
bear asleep against the far wall of the cave. She tried to awaken it
so she could cast her animal friendship spell, but it could not be
woken. Finally she got close enough to touch it and made her save
learning that the bear was simply an illusion. Using the ghostly
lantern's radiance to help her find any kind of secrets. She found
the secret door in the cave wall and opened it to reveal a regular
door set into the wall behind it. Flever opened the door and took
enough damage from the spike trap to drop him to below zero hit
points. This was when they noted that they did not have a thief with
them. Oops? The trap reset and the party tried to figure out how to
bypass the trap as LaVeya healed the downed ranger. In the end
LaVeya used her stone shape spell to fill in the hole in the stone
wall where the spike came from, and the party managed to safely pass
through.
The next room was a fairly nice if
dusty and cobwebbed sitting room with another door on the far side of
the room. A plaque over the door said “The Silver Gryphons”
which meant nothing at all to the party. * Deciding that this place
might be better explored with a thief at some point in the future,
the four returned to Treefold, half carrying Flever most of the way.
Back in town the gnome rested up from
his negative hit point ordeal and the rest of the party waited for
Keeva to finish training and Deckard to quit making contacts. Once
everyone was ready it was time to go back to the Aerie.
The trip up was relatively uneventful,
though they were somewhat alarmed to find blood, broken bones, and
some torn meat from an animal that had been killed by the river.
Examination led them to believe that it was an animal that was
killed, and that it had been killed by something with large jaws,
sharp teeth, and a lot of strength. Discussion of the rumored drake
in the area was made, but in the end the party decided to be careful
and made their way forward.
Without any further incident the party
made it to the Aerie. A note to the adventurers was found by the
door that said that the party should come in if they could. The door
was locked but Ydee was able to pick the lock so the party could
enter. In the main room the party found another note that said that
the Silver Eagles had gone through the fifth side and wished the
party luck with the last side. After a night's rest the party
prepared themselves and Mirin cast identify on the last side of the
cube. There was the sensation of transition and the party found
themselves standing on a landing with a twenty foot wide stairway
descending into darkness before them. The walls, ceiling, and floor
of the landing were carved with lines radiating out from the center
of each plane and growing wider as they reached the edges, giving a
forced perspective view that was slightly disorienting. After
investigating the carvings for a brief while, the party descended the
stairs, staying against the edge of the walls as Deckard detected
some sort of trap or another in the center of the stairs, into a
forty by forty foot room with a door in the far center area of each
side wall. The walls of this room were twenty feet tall before the
arch to the center of the ceiling. The far wall was covered with
engravings showing a view of a city (think of the artist's depictions
of what ancient Aztec or Inca or Maya cities may have looked like).
A tall step-pyramid was the central part of the image, with various
roads and buildings surrounding it. While it was a very detailed
carving that Deckard did his best to sketch, nothing could capture
the many details on the image in a short period of time. Following
the standard right hand rule, the party went through the right hand
door.
The passageway beyond went straight for
twenty feet before angling to the left, and then angling to the left
again and ending at a door. The door opened into a thirty by thirty
foot room with no visible exits and a narrow zig-zagging horizontal
pattern engraved in all the walls of the room. A search revealed a
pair of secret doors in the far wall, one in each corner. Opening
the right hand secret door revealed a ten by ten foot room with many
one inch diameter holes in each side wall and the imprint of an open
right hand on the far wall. Deckard determined that the floor
appeared to be a pressure plate and he tried to jam it so that the
room would be safe to enter. Having done so the party debated what
to do next. They decided to open the other secret door and doing so
revealed an identical room, this time with the imprint of an open
left hand on the far wall. Deciding that the party could easily
decide to sacrifice the short people, Flever and Keeva each entered
one of the secret rooms, after convincing Ydee to hold their
'daughter', the chicken named Elvira. ** The two entered the rooms
and counting to three out loud, put their respective hands against
the imprint at the same time. Both secret doors slammed closed and a
grinding, grating noise was heard from inside each room. The sounds
lasted a couple of minutes, during which the secret doors could not
be reopened. Once the doors could be reopened there was nothing in
the room except for reddish smears across the floors. There was some
concern but after investigation the smears were discovered to be too
thin and not viscous enough to be blood. In fact it smelled more
like grease or oil than anything else. Believing that the rooms were
a transportation device instead of a death trap, the remaining party
members entered two by two until all eight had been sent down chutes
and deposited in the same ten foot by twenty foot room without any
exits. Some searching revealed a secret door at the far end of the
hall, and after Deckard located it Flever rushed to it and opened it
setting off the fireball trap. Luckily most of the party survived
and Flever was once again returned to a positive hit point number.
Once the healing had been done, the party passed through the door
into another thirty by thirty foot room with a door in the center of
each other wall.
Forgoing the usual rule for the moment,
the party followed Deckard straight across the room and through the
door on the other side. A thirty foot long hallway stretched out
ahead of them, but a suspicious Deckard determined that the floor was
a pit trap waiting to be sprung and not to be trusted. Returning to
the room the party opened the door in the original right hand wall
and found another thirty foot long hallway, this one with a door in
the right hand wall at the far end of the hallway. The floor
appeared safe, so the party continued. The door was opened to reveal
another hallway that went ten feet forward before making a right hand
turn. Reaching the corner the party saw that there were stairs
descending down into darkness. Having come this far, the party
descended further.
Thirty feet down the stairs they
entered one end of a hallway that stretched off to the left while
ahead of them stairs climbed backup into the darkness. In spite of
Desorna's insistence that the right hand rule meant that they should
climb the stairs, Deckard convinced the party to go down the hallway
to the left. The hallway went twenty feet before ending. There
was a door on each side wall here, and the party took the right hand
door. Beyond this door was another twenty foot long hallway that
ended in a door. Opening this door led into a room that stretched
into the darkness ahead, so far that even Desorna and Mirin's
darkvision (Mirin's from her magical ring) couldn't see the far end.
In the flickering torchlight the adventurers could see that all the
room's surfaces were covered with carvings: the walls with trees,
bushes, and statues of individuals with the oddly elongated and
cylindrical heads of the previous tomb. The floor looked like it was
carved to resemble a garden path and had other carvings along it. As
the party stepped further into the room their views changed for a
moment as they saw themselves as being in an oddly hyper-realistic
and at the same time unrealistic 3d garden (like the old Viewmaster
images. And if you don't know what that means shut the hell up about
how old I am and go find out). Half the party (Deckard, Ydee, Mirin,
and Keeva) made their discipline saving throws and the images faded
again leaving the room looking as it had before. For the others
(Desorna, -nameless-, Flever, and LaVeya) there was a feeling of
calmness and peace as they began strolling down the sunlit garden
paths between tightly bunched border bushes that looked like
flowering holly bushes. Deprived of this peaceful vision, Deckard
cut straight across the room toward the far wall with the others who
had made their saving throws behind him. As they left the paths
behind an earth elemental flowed up out of the floor and attacked.
Those in the garden just saw their friends attacking an ornamental
fountain and while despairing of their vandalism ignored their
actions. The battle was not too bad, though there was some damage
dealt to the adventurers fighting the elemental while the rest of the
party followed the path and delighted in the beauty of the garden.
Once the earth elemental was defeated the somewhat battered party
members found their way to the carved path and stayed on it until
they reached the far wall and the door there.
Once through the door the party found
themselves back in another twenty foot long hallway with another door
at the far end. The garden had been a lovely diversion for some, but
now it was back to work! Beyond this door was another thirty by
thirty foot room with a repeating pattern of wavy horizontal lines on
the walls that started around two and a half feet off of the floor
and went up to the edge of the ceiling. These carved lines were
roughly two inches high and deep. On the far wall of the room was a
large valve wheel on the wall. Going over to it Deckard turned it
clockwise. Doing so opened a lot of holes in the walls right at
floor level and water began to flow into the room. Rapidly turning
the wheel back to the left decreased the speed of the flow but did
not stop it and Desorna discovered that the door from the room was
now solidly shut. As the water continued to rapidly rise, LaVeya
cast a water breathing spell on the entire party giving them each
about 40 minutes of water breathing and then cast a ghostly lantern
spell for when the torch would inevitably go out. The other use of
the ghostly lantern spell was to hopefully help them find an escape
from the room before they drowned. As the water rose further Ydee
used the curvy wave lines as a ladder of sorts to climb higher.
LaVeya shapeshifted into a fish and swam around with the ghostly
lantern making her look vaguely like one of those deep-deep-sea
fishes with its phosphorescent lights. As the water reached the
start of the ceiling. . . . . we ended for the night.
Experience points for the party:
LaVeya: 250 (adventure to bear cave
plus smart spellcasting in the last room)
-nameless-: 100 (it's not a pity award,
but its a pity award)
Mirin: 935 (bear cave adventure and
earth elemental)
Keeva: 810 (earth elemental and a bit
more for chicken madness)
Desorna: 194 (bear cave and a one-time
20% “you done got robbed!” award)
Flever Graveltoes: 250 (bear cave
adventure, chicken madness, and a learn-by-PAINFUL-flaming-experience
award)
Deckard: 785 (earth elemental)
Ydee: 393 (earth elemental)
Footnotes:
*- Though the previous party including
two of these players had heard the Silver Gryphons name and one of
the players had actually been to this cave in the early days of the
previous party, that player remembered the name but not the previous
adventure.
**- Due to failed cluelessness checks
indicating actual cluelessness, the 'parents' of this child have not
realized that their rare Black Okerney's blackness has faded over
time as the soot that the salesman dipped her in to give her her
distinctive and rare coloring has gradually worn off. Luckily, the
parents of this ambulatory vegetable love her just the same as a
still filthy white chicken as they did when she was a rare Black
Okerney chicken.
P.S. The chicken survived the fireball
trap. Yes, the DM can be kindly. And watching the two players
discuss and interact with their child amuses me, so it may be a magic
chicken that can survive ridicuous stuff and remain a normal chicken.
With the rare chicken baldness disease that makes her butt go bald
like it has been plucked. Which had nothing at all to do with
Deckard making successful pick pockets rolls to pluck the chicken's
feathers without either parent noticing as they took turns carrying
her around.
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