July 9th, 2017
The Tomb of Stairs and Statues
From my left:
Chris playing Deckard the 3rd/6th
level human ex-fighter/thief
Zack playing LaVeya the 5th
level human druid
Nilo playing Kag the 4th
level human magic-user
Sarai playing Desorna the 6th
level elven axe-maiden
Hunter playing Justina Faith the 1st
level human cleric
Paige playing Keeva the 1st
(2nd) level halfling infiltrator
and the DM playing Ydee, Catherine's
6th level half-elven thief
After being healed and getting a good
night's rest in the barracks room of the Silver Eagles Aerie, the
party gathered with the Eagles to discuss the next steps. It was
decided that each group of adventurers would activate a different and
new side of the Cubic Key and see what they could find beyond.
The adventurers were given the choice
of whether they wished to be the first or the second through the Key,
and the party choose to be first. With that done and everyone ready,
Kag cast an identify spell on the cube and the adventurers once again
found themselves in an ancient thirty by thirty stone room with a
stone door in the center of each wall.
The room was marked only by a repeating
pattern from ceiling to floor on each wall of the room. The pattern
was grooves about two inches wide and two inches deep that made a
repeating squared off 'S' shape from floor to ceiling in the room.
The pattern was about eighteen inches wide and each 'S' was about
thirty inches high. In the center of each of the squared off
'curves' of the repeating 'S' shape was the outline of a rectangle,
and the center horizontal line of the 'S' was a jagged zig-zag line
while the top and bottom lines were straight.
After puzzling over the patterns for a
while, the party started opening doors, starting with the door they
identified as being map-north though actual directions were
impossible to determine where they were. The door opened to a ten
foot wide hallway that stretched ten feet ahead before it descended
in stairs for the next ten feet, then after ten more feet it ended in
a 'T' intersection. The pattern from the room continued along the
hall and down the stairs, but ended at the intersection. The party
returned to the room where they had appeared and opened the other
doors to see what was beyond, discovering that there were similar
halls beyond each remaining door. Deciding that a symmetrical
dungeon meant that whichever way they went was immaterial, they
returned to the north hallway and proceeded to the 'T' intersection
there.
The party followed the right-hand rule
as usual, turning to the east and proceeding twenty feet before the
hall ended in another stone door. Checks were made and while no
traps were found the door seemed to be bulging slightly outward.
Fearing a flooding trap, especially after the silt-filled hallways of
the previous tomb, the party turned around and went down the hall in
the opposite direction.
This hallway also went twenty feet from
the intersection before ending in another stone door. No traps were
found, but Deckard found that this door was very warm to the touch.
Fearing fire on the other side, the party opened the door and
prepared themselves.
The floor of the thirty by thirty room
beyond the door was riddled by holes less than an inch in diameter,
with jets of flame occasionally firing out from the holes. Since the
majority of the room was getting a bit scorched constantly, there
seemed to be no safe way to cross. The center of the room had the
most active jets with fire almost constantly filling the center
space, but after a while spent watching Deckard was able to plot a
path around the edges of the room to the door in the far corner with
a minimum of scorching involved. Though he did take some fire damage
from the transit, Deckard was able to take minimal damage going from
the door in the east wall at the northeast corner along the north
then the west walls to the door in the south wall at the southwest
corner. He quickly tried to open the door, but it seemed to be
stuck. When he tried to open it there was a whoosh in the firey
center of the room and a salamander stepped out of the flames.
The salamander moved to attack the
party members standing in the doorway, giving Desorna the chance to
engage it face to face while Deckard could attack it from behind with
his bow. The battle was fierce with the fighter taking the brunt of
the attacks from the salamander, though Justinia took one blow that
dropped her hit points significantly. Desorna's pole axe attacks
ended up felling the creature, but not before serious damage had been
done. With the salamander dead Deckard could open the far door and
step out into the cooler hallway beyond. The remainder of the group
decided to take the west hallway from the central room and meet up
with Deckard at the 'T' intersection there instead of crossing the
fire.
The party gathered together again at
the western intersection and continued south from there. They
reached another stone door at the south end of this hallway and
opened it. The room beyond was filled with choking green mists which
burned the eyes, lungs, and skin of the adventurers. Backing away
from the door the party decided that they wanted nothing to do with
this room, but a large greenish hand grabbed the door from within and
a creature stepped out of the room to attack the party. It looked
trollish, though unlike the troll's spindly frame this creature was
burly and muscular. Moving forward the poison giant attacked
Desorna.
The poison giant's attacks with its
fists caused damage, but its breath attack, breathing an acidic
poison gas into the face of the fighter, was equally dangerous.
Desorna managed to avoid much of the breath damage while hacking away
with her pole axe while the rest of the party continued to attack
from range whenever possible. The giant was finally slain, and the
party decided to return to the central room instead of crossing the
room of acidic mists.
Deciding to go east from this room, the
party turned north at the intersection and came to another slightly
swollen stone door. Deciding that facing the water room that they
were certain must lie beyond, the party opened this door prepared for
a room filled with silty water or whatever else water-related that
might lie beyond. Instead they were blasted by airborne debris that
blew down the hallway from the wind room, and a storm elemental came
out to attack them.
The storm elemental's form resembled
that of an air elemental, except with continuous electrical
discharges coming from it. The elven fighter's metal clad form meant
that she was an effective ground for its discharges, though luckily
LaVeya had healed Desorna before this combat started. The flickering
electrical aura damaged the elven fighter significantly while the
rest of the party tried to stay out of the range of its attacks while
contributing their own attacks at range. After a short but difficult
battle the storm elemental was dispersed and the party could look
into the room.
Swirling debris surrounded the small
vortex in the room's center that resembled a dust devil. A quick
look in and around through the stinging winds from the doorway made
the party decide that there was nothing of interest in this room, so
they closed the door and went south down the hallway to the door that
by process of elimination must lead to the water room.
The door to this room was slightly cold
to the touch, but the party barely noticed as they opened the door to
a wintery storm beyond with blowing snow and sleet filling the room.
The ice flenser from within moved to attack and Desorna once again
unlimbered her axe and prepared to put it to good use. The flenser's
attacks were comparatively weaker than the others that had been faced
so far, and the party had an easier time killing it, though some
damage was still taken. Deckard looked into the room after the
flenser had been destroyed and saw that the floor was icy and slick,
but an icy hump in the center of the room looked unusual. Carefully
the ex-fighter/thief moved in and saw something under the ice. Using
an iron spike and mallet to chip through the ice, he extracted what
appeared to be one quarter of a metallic white snowflake with two
long and jaggedly symmetrical points extending from a triangular
wedge. With this in hand, he returned to the other adventurers and
the decision was reached that there must be something similar in the
other rooms.
Returning north to the air room,
Deckard walked through the storm taking some damage and discovered
that stepping into the central vortex put him in the eye of the
storm. The floor had nothing of interest on it, but a glance up to
the arched ceiling fifteen feet over the floor showed that something
seemed to be imbedded in the stone overhead. Ydee came and joined
Deckard and lifted him up in what looked like a cheerleading routine
with him standing on her hands so he could reach the ceiling. He
pulled free another quarter of the 'snowflake', this one being of s
shimmering sky-blue metal. After exiting the room Deckard held the
two pieces together where they melded together to make half of a
snowflake-thing. Then the party went to explore the fire room.
In the center of the room where the
fire jets were most often flaming Deckard found another red-hot
quarter of the metallic design and after burning himself on it he
returned to the cooler hallway where he held it to the sky-blue
section where it melded to the rest giving the party three-quarters
of the design. From there it was on to the acidic room for what one
hoped was the final piece.
In the room of poisonously corrosive
vapors Deckard discovered the final piece against the ceiling, and
with Ydee's assistance once again he managed to gain the fourth
section of the snowflake-star. This piece was a sickly green color,
but it melded with the remainder of the design to complete the 6 inch
diameter star. With this now in hand the party returned to the
central room where they figured the key must be used.
No place to use the key was immediately
visible in the central chamber, but after some searching was done a
central flagstone of the floor was found to have no mortar in its
seams, indicating that perhaps it could be removed. Having done so a
strange design of raised cylindrical nubs was found underneath,
spaced in such a way that the star fitted between them. A faintly
visible circular seam in the floor around the nubs seemed to indicate
that the device could be turned one direction or the other, so after
some discussion and minor dispute the decision was made to try to
turn the star clockwise. Doing so led to some faint clicking and
clanking noises like those of ancient gears turning, but nothing else
seemed to happen. Exploring back down the north hallway revealed
that a door was now visible on the north wall of the 'T' intersection
where only blank wall had been previously, and examinations down the
other hallways from the center room showed that the same thing was
true in all the intersections. Returning to the north, the party
opened the door and continued onward.
A thirty foot long hallway with stairs
up in the central section of it ended in a door, and the party opened
it, revealing a room filled with spiderwebs. Nothing could be seen
within, but a faint chittering sound could be heard and the webs
seemed to move in a non-existent web. Worried by this, LaVeya cast
faerie fire in the room, and four large spider-shaped figures were
revealed. The battle began and started poorly for the adventurers as
Keeva and Justinia were both paralyzed by spider's venom and
collapsed to the floor in a heap. The remaining other spiders
attacked Desorna and bit her, but she made her tenacity saving throws
and was not paralyzed. The other two spiders paused in their attacks
and injected eggs into the abdomens of the paralyzed adventurers
which increased the fear factor in the party. But soon the spiders
were dead and LaVeya drank her only potion of essence to regain
enough spell points to cast remove poison on both Keeva and Justinia
removing their paralysis and killing the spider eggs.
Deckard started the webs burning and
the party retreated down the hallway and waited for the smoke to
clear before entering to explore the room. A search revealed another
loose flagstone in the floor along the north wall, and in the cavity
underneath lay a large bag. Pulling the bag out of the space
revealed that it was heavy, and emptying it revealed around fifty
fist-sized rocks that were discovered to be gold ore still in its
natural form in the rocks. There was also a carved wooden box inside
that when opened revealed a wand of cut obsidian and a small clay
bottle. These were kept for later identification and the party
turned to consider the two doors, one in each side of the room, that
the burning of the webs had cleared.
Returning to the right hand rule, the
party took the right hand door out of the room, went down a twenty
foot long hallway and stopped to search for traps at the door at the
end of the hall. Finding no traps the party opened the door and
entered in the center of the long wall of a twenty by thirty foot
room with another door on the far side of the room from where they
entered. The main point of interest in this room was a fissure that
was between six and eight feet across that ran down the center of the
room from north to south. Keeva the Curious ran up to peek into the
fissure and when she did so the rest of the party saw a couple of
tentacles reach out of the fissure and tag her, causing her to
collapse to the floor, paralyzed.* Three corpsegrinders scrambled
out of the fissure to move toward the party. Desorna ran up to
attack the one by Keeva and hacked mightily into it, while Ydee and
Deckard fired an arrow into each of the side ones. Kag, having had
enough of the foolishness, webbed the corpsegrinders and Desorna.
The 'grinder in front of Desorna managed to paralyze her, but LaVeya
ran up and dragged Desorna away from the 'grinder. The 'grinder on
the right managed to pull free and retreat back to the fissure and
the party managed to kill the others and save Keeva. Desorna's
poleaxe, which had slipped from her numbed hands as the druid dragged
her to safety, was saved from the webs before they were set on fire.
After the webs burned out the party turned to figure how to cross the
fissure. The gap was the narrowest against the north wall, so some
of the party jumped across, with Justinia misjudging the start of her
leap and barely getting her arms over the far edge of the chasm where
Keeva grabbed her and prevented her from falling the rest of the way
in. Deckard used rope and iron spikes to create a safety line just
in case it was needed, and everyone was able to get across. Kag, who
had been among the first to have taken the leap across, decided to
search in the rubbish around the walls on the far side of the room
where he found a small gem. He may or may not have pocketed this
without mentioning it to anyone else. The door was searched for
traps and none were found so the party battering ram, Keeva, opened
it and the party continued on.
Beyond this door was another twenty
foot long hallway ending in another door. Proper precautions taken,
it was opened to reveal a huge fifty by fifty room with a high arched
ceiling that vanished into the darkness overhead. A door in the
center of the south wall was the only other exit from the room.
There was a ten foot high terrace in the center of the room. The
terrace had sloping sides so though the base of it was thirty by
thirty the top of it was twenty-five by twenty-five. A narrow set of
stairs in the center of each side of the terrace led to its top. On
the top of the terrace in the center of the room was a ten foot on
each side cube engrave with patterns of glyphs, and standing on it
facing the southwest corner of the room was a tall statue of a man.
The statue was of a normal appearing
man whose head nearly reached the arched center of the ceiling. Its
only clothing was what looked like a skirt with geometric patterns on
it. The statue's left arm with its disproportionately large hand was
by its side while its right upper arm was by its body with the lower
arm parallel to the floor and the equally disproportionately large
hand was palm up with the index finger pointing toward the southwest
corner. The head of the statue was disproportionately big, taller
than a head usually was, cylindrical, and with odd and ugly facial
features on it. LaVeya, in bird form, flew up to perch on the
statue's shoulder and to look around. As she did she noticed that
the right palm of the statue looked odd. Hopping down to it she
found that there was a square hole carved into the palm. The hole
was roughly four inches deep and ten inches on each side. LeVeya
tried to examine the corner where the statue was pointing but, since
she wasn't a hummingbird, she was unable to investigate it easily.
Changing back into human form she told the others what she had
discovered, but they couldn't find anything in that corner. Of
course, they also couldn't examine the corner where the statue was
pointing as it was far overhead. Perplexed, they had a discussion and decide to try to find some defensible place where they could rest for the night.
Crossing the fissure and returning to
the room where the glass spiders had been was easy enough, and from there they returned to the central room for some rest and hopefully some spell points.
During the first watch Deckard happened to be looking at the south door when a figure seemed to just shift through it. He identified it as a spectre and fired a shot at it from his magic bow before kicking Desorna awake and shouting "Contact!" He then backed away for another arrow shot as Desorna stood, grabbed her poleaxe, and began attacking. The initial attacks were successful on all sides leaving Desorna feeling somewhat lessened by the spectre. Deckard nudged Ydee awake and gave her the same "Contact!" information. She leapt to her feet and considered the undead thing that was attacking Desorna before hurling her magical dagger at and through it, doing enough damage to dissipate it. With that over with, Ydee reclaimed her dagger and then returned to her bedroll.
The next morning the adventurers awoke, heard the night's news, and then decided on their next actions. Returning to the spider room they opened the western door and proceeded down the twenty foot hallway, and opened the door into another twenty by thirty foot room.
During the first watch Deckard happened to be looking at the south door when a figure seemed to just shift through it. He identified it as a spectre and fired a shot at it from his magic bow before kicking Desorna awake and shouting "Contact!" He then backed away for another arrow shot as Desorna stood, grabbed her poleaxe, and began attacking. The initial attacks were successful on all sides leaving Desorna feeling somewhat lessened by the spectre. Deckard nudged Ydee awake and gave her the same "Contact!" information. She leapt to her feet and considered the undead thing that was attacking Desorna before hurling her magical dagger at and through it, doing enough damage to dissipate it. With that over with, Ydee reclaimed her dagger and then returned to her bedroll.
The next morning the adventurers awoke, heard the night's news, and then decided on their next actions. Returning to the spider room they opened the western door and proceeded down the twenty foot hallway, and opened the door into another twenty by thirty foot room.
This room was the mirror image of the
fissure room, but without the fissure. Instead there was a three
foot high stone half circle against the north wall that contained
water up near to its rim. LaVeya determined at a glance that the
water was not fresh but that it was probably still potable. Deckard
looked within the water and saw a stone box on the bottom of the
pool. Reaching into the water activated the water weird who pummeled
Deckard in the face half drowning him. He staggered backward to get
away from the thing, hacking and coughing up water, while other
members of the party began attacking the water wildly. Deckard
waited until the weird reappeared and attacked it directly as did Kag
with his magic missile spell. The most damage was done by Justinia
who used the reverse of her create water spell to destroy water and
directly harm the weird. After it was killed by Justinia, Deckard
was able to remove the stone lid of the box and find a roughly ten
inch by ten inch by four inch stone in it. This was tucked into the
bag of holding after some debate, with the intent that it was to be
used later. Then the party opened the western door in this room and
continued further.
Down the expected twenty foot long hall
was another door, and through this one was another fifty by fifty
room like the previous one, except that this statue faced the
southeast. A cursory examination was given of this room to check
that it matched the previous one in all salient points, which it did
with a couple of exceptions. First, the features on the head of this
statue, while equally ugly, were different than the previous one, and
the skirt-thing this statue wore seemed to have a faint reddish hue.
No one in the party could remember the previous statue's skirt having
any particular coloration, but this one's was just different enough
that it was notable. With this curiosity filed away in their
memories, the party continued south through the door there.
The party traversed the expected twenty
foot long hall to end at another door, and when this door was opened
we ended for the night.
Experience points for the party:
Deckard: 2132 + 100 for planning ahead
LaVeya: 1938 + 50 for showing up just
in time to keep the party from dying
Kag: 1938
Desorna: -3000 for spectre, + 1938
Justinia: 2132
Keeva: 1938 + 50 for rescuing the
cleric from the dropsies.
Ydee: 1066
*- What is it in this group with
halflings and paralysis anyway? Sheesh...
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