July 30th, 2017
Finishing the Final Side of the Cube
From my left:
Connor playing -nameless- the 2nd
level human cleric
Zack playing LaVeya the 6th
level human druid
Matt playing Mirin the 4th
level human spellsword
Catherine playing Ydee the 6th
level half-elf thief
Hunter playing Flever Graveltoes the
1st level gnome ranger
Paige playing Keeva the 3rd
level halfling infiltrator
Sarai playing Desorna the 6th
level elven axe-maiden
Nick playing Merrick the 6th
level human fighter
and Chris playing Deckard the 3rd/6th
level human ex-fighter/thief
The party began in the rapidly flooding
room where the adventure had last left off. After quite a bit of
panicked exploration as the water rose higher and higher a secret
panel was discovered in the ceiling. It took some work to get it
open, but once it was opened a handle could be seen in the space
above. Pulling the handle was easy but didn't seem to do much, and
twisting it didn't seem to do much either, but some combination of
pulling the handle down, twisting it, and then shoving it back up
into its original place caused a series of small holes to open in the
floor, and these slowly allowed the room to drain.
Once the draining was complete the
party considered what to do next. Another attempt to turn the valve
wheel led to the room flooding again, but quick action on the handle
behind the secret panel started the draining process yet again.
Deciding that this was fruitless, the party returned through the
hallway and garden room to the other door at the hall at the base of
the stairs. Opening it they proceeded through.
A short hallway led to another thirty
by forty room with the party entering in the center of one of the
short walls. There was a ledge roughly five feet across on the near
side of the room and another similar ledge on the far side with a
door on it directly across from the one they had entered through.
Other than these two ledges the remainder of the floor was gone,
vanished into the depths of a deep chasm into the darkness below. A
dropped torch showed that the depth of the chasm was around a hundred
and fifty feet, much too deep to climb down into. The distance
across was too far for anyone too jump, so in the end ingenuity was
used.
LaVeya shapechanged into her crow form
and flew across to open the door on the far side and to see if the
chasm was worth crossing. The door when opened revealed a ten by ten
foot room with a smaller valve wheel mounted on the wall across from
the door. Deckard tied a rope to an arrow and fired it across the
gap where LaVeya retrieved it before it slid off of the ledge.
Weaving the rope around the spokes of the valve wheel, the druid made
it secure so that Deckard could cross. Deckard tied both the other
end of the rope that LaVeya had secured and the end of a second rope
which he handed to Merrick around his waist. With the double
security system in place he made his way across in spite of the fact
that LaVeya's knot slipped free when he was midway. After reaching
the far side he checked the valve for traps, found one, and disabled
it to the best of his ability. Then, fairly certain of his
successes, he turned the valve as far as he could to the right. As
it turned there came a loud creaking and grumbling sound that seemed
to come from everywhere. The party expected that it would do
something to the pit but this was not the case. Stymied and not
understanding they encouraged Deckard to continue trying the valve.
He turned it a quarter turn back to the left, which was the furthest
range of its movement, before turning it back again. No more sounds
came and no effects were spotted. Frustrated the party turned back
to explore the other set of stairs up that were opposite the ones
they had descended.
These stairs were a mirror image of the
previous set and led back to the previously unopened door in the
upstairs room. There was no place left to go but down the trapped
hallway and to risk having the pit trap open under their feet.
However when they reached the end and opened the secret door there,
nothing happened and they could proceed further unmolested. *
They found themselves in a thirty by
thirty foot room with a humanoid statue in each corner, arms folded
over its chest and its head tilted slightly downward so that all four
statues seemed to be staring at the same point in the middle of the
room. An inspection showed that the center flagstone of the room was
discolored. Searches around the remainder of the room showed nothing
much of interest other than that the statues' jaws were hinged.
Though they couldn't be opened it wasn't from a lack of trying on
Deckard's part. The decision was made to take the risk of standing
in the central square and seeing what happened when they did. What
happened was that beams of bright light shot out from the eyes of all
four statues and illuminated the person on the center block. When
the beams faded the person had vanished. Mirin believed that the
effect was an alteration or transportation effect, and so they all
passed through one at a time.
The party found themselves inside a
spherical room twenty feet in diameter with a valve wheel set into
the ceiling far overhead. One of the party decided to try to run up
the side of the sphere to see what would happen. What happened was
that the sphere rotated around the party severely disorienting them
but bringing the valve wheel down to be on the bottom of the floor.
Preparing for the usual experiences, whatever they might be, the
wheel was turned rapidly to the right which spun the sphere like a
centrifuge sliding everyone against the walls and spattering them
with unpleasantness as the halfling's stomach was horribly upset by
this causing Keeva to vomit explosively all over her friends. Once
the spinning had stopped the decision was made to spin the wheel in
the opposite diecrtion which unfortunately repeated the centrifugal
process. Luckily Keeva's stomach was empty but unluckily two more of
the party vomited out the contents of their stomachs instead
spattering the party again. Finally the discovery was made that if
the valve wheel was pushed down to the floor first it would sink a
couple of inches. Then turning it caused a round portal to open
underneath it allowing the bile to drip out and the party to jump out
into the water underneath if they so desired. Ah, cleanliness!
It was a short drop from the opening to
the water. Merrick clambered down with his ring of water walking and
crawled around on the water. The room that they had gained access
too was filled to twenty feet deep of water and was a thirty by
thirty foot room. The walls were thirty feet high in total and the
sphere bulged down into the center of the room. On one wall Merrick
could see a door set a few inches above the water level and he made
for that telling the rest of the party what he was doing. He opened
the door to reveal a hallway beyond and a rope was strung from the
valve wheel to an iron spike the party imbedded in the hallway to
make a safety rope. Once the party was in the hallway they proceeded
down to the door at the far end and opened it with some worries since
they were low on spell points.
The room beyond was fifty by fifty with
a ten foot diameter octagonal pillar ten feet before them and two
more flanking the first and ten feet behind it making a triangle of
octagonal pillars in the room. The pillars were carved with markings
that were similar to markings they had seen before in other tombs,
but that still made no sense to them. As they moved around the first
pillar, the desiccated human form wrapped in ancient bandages that
had been lurking behind the pillar moved to attack.
This battle was very difficult. The
attacks from the greater mummy damaged the adventurers greatly and
the greater mummy rot began to ravage their bodies. ** As they
fought the first one two more came around from behind the next two
pillars and attacked as well. Several of the party were critically
wounded and Desorna was knocked down to -1 hit point before the
monsters were defeated and burned. Once the monsters were destroyed
another door was seen on the far wall opposite where the party had
entered, but the party was so badly hurt that the decision was made
to try to rest and regain spell points, especially for the healer
druid. Even more so since several of those who had been damaged by
the mummy rot had taken penalties to their physical ability scores.
One semi-restful night later the party
was in slightly better condition and ready to press forward. The
fully rested druid got everyone into somewhat better shape, and the
four characters in the best shape; Mirin, Ydee, Merrick, and Deckard,
continued forward through the door, down the thirty foot long hallway
on the far side, and then opened the door at the far end of the hall.
The room beyond was circular and thirty feet in diameter with yet
another valve wheel set into the center of the bowl-shaped floor.
Sliding down to it they turned the valve, first to the right, then to
the left, but it spun freely as if it were not connected. After
these attempts the adventurers pulled up on it, then down and felt it
seem to settle onto its cogs. Then they turned it.
Back in the room the still-wounded
waited. Half an hour passed, then half an hour more. Finally
growing nervous the remaining adventurers set out in search of their
friends and allies. They found their way quickly to the circular
room with the basin floor and the valve in the center of it. After
experimenting with the valve as their fellow adventurers did, they
managed to get the cogs to interlink and turned the wheel. A
dizzying sensation gave them a sense of vertigo and they found
themselves back in the main room of the Aerie where the other four
adventurers were waiting.
An examination of the cubic key showed
that a fifth side had now changed color from the normal gray to
white, but the last side remained gray. This concerned the group as
they knew that the Silver Eagles had entered the key before they had,
though they did not know how much of a head start they had.
Discussion began over whether they should go looking for the Silver
Eagles or if they should continue to wait. With several of their
party members needed rest and recovery, and many still being
afflicted by the mummy's touch, they decided to rest for a while
before making a decision.
A short rest stretched out to the
better part of a month. Several party members had taken trips to
Treefold in this time, and the nameless cleric prevailed on the
Bishop Markham to cast a curing spell on him to remove the last
vestiges of the rotting touch. The bishop, also being a servant of
the god of light like the nameless cleric, gave the cleric a severely
discounted rate for the service, only charging him 10% of the usual
cost. The cleric made a very successful charisma test and the bishop
agreed to provide a deal to the cleric's allies who needed the same
treatment, charging them a mere 20% of the normal cost, or 100 g.p.
each. Most paid happily except for Flever who didn't see much point
in it. As a result all of Flever's physical ability scores took a
one point penalty permanently. The gnome just shrugged and said 'oh
well'. The rest of the party began to wonder exactly how insane the
gnome was, including his chicken-momma, Keeva.
Speaking of Elvira the chicken, she was
still alive and well even after the madness her fuzzy little chicken
brain had been forced to absorb over the last adventure. Luckily,
her brain stem was still about the only functional part of her brain,
so she quickly forgot the experiences and returned to eating the corn
Flever gave her.
Speaking of vegetables, there was a bit
of trouble in Treefold as Flever was caught stealing carrots out of
the mayor's garden. He was arrested and taken to prison where he had
to pay a fine of 20 g.p. for his crime and 50 g.p. to retrieve his
possessions, including Elvira. He was summarily banned from the
town, but intercession with the mayor from Deckard, who is friendly
with the mayor's son, and the nameless cleric, who is very well
regarded within the church, had the banishment changed to the gnome
not being allowed in town without trustworthy supervision at all
times.
Several trips were made to other places
in and around town. Mirin and LaVeya both had silver added to their
weapons after all the difficulties dealing with undead. A few trips
were made to Glykras' home for exchanges of information. The mage
was able to discover that the Silver Eagles were pretty much alive
and well, but far away and not in a tomb. He could not discern more
however. This also raised the question once more over whether the
Opaline Chicken-Fried Random Potluck Dinner Adventuring Crew ***
should enter the final side of the cubic key in the Silver Eagles
wake or if they should continue to wait in hopes that the Eagles
return to the Aerie sooner rather than later.
And on that note we ended for the
night.
Experience points for the party:
-nameless-: 2056
LaVeya: 2056
Mirin: 2056
Ydee: 2056
Flever: 1542 (late arrival)
Keeva: 1542 (late arrival)
Desorna: 1850 (not as late arrival)
Merrick: 2056
Deckard: 2056
Footnotes:
*- Turning the valve beyond the chasm
locked the pit trap shut, making the passage safe to traverse.
**- Luckily(?) the DM forgot to have
them make the other save they should have made and didn't realize
that he was using the wrong (less severe) information about greater
mummy's touch until he got home and looked at his notes again. Oops?
You're welcome I guess.
***- This is not the adventuring
party's name. The DM is tired and feeling goofy after a week or so
of insufficient sleep. But there may be a canon name made up for the
nameless cleric at some point soon just for ease of reference. And
based on the overly wordy and ludicrous adventuring party name, there
might be a serious benefit to the player naming their cleric.
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