September 10th, 2017

Training in Town, Loose Ends, and off to the Cabin Again


From my left:
Chris playing Deckard the 3rd/7th level human ex-fighter/thief
Mikey playing Ivan the 4th level Viking dwarven fighter and 3 charisma party spokesdwarf
Zack playing LaVeya the 6th/1st level human druid/magic-user
New Connor playing Iloxiron the 1st level half-elven sacrificial spellsword
and the DM playing Ydee the 6th level half-elf thief for the absent Catherine

Now back in town and resting and training after their last adventure, several of the party found themselves ready to go back adventuring again while others were busy doing other things. Niall was invited by Bishop Charles to help plan out the form of the new church in Treefold. Neven accepted a position as an apprentice so he could study further with Glykras. Merrick and his new mystic friend went off in pursuit of a skilled mystic to train the neophyte, and Keeva and Flever attempted to settle down for a bit to raise their battle-weary and still injured chicken-child together.

Meanwhile, after training was done, including the druid gaining her first multi-class level as a magic-user, Deckard, Ivan, and LaVeya met up with a mercenary spellsword who had been part of the detail assigned to guard some of the religious items that were to be used in the consecration of the new church in Treefold. The High (and really the only) Priest in Treefold, Father Marley, suggested that Iloxiron adventure with these local heroes to gain more experience. Foolishly he accepted the idea and the adventurers accepted him into the group. With Ydee along for the adventure, they decided to return to the Aerie of the Silver Griffins and to see if they had returned.
A quick and quiet journey to the north led to their arrival at the still vacant Aerie. The note that the party had left for the Griffins the last time through remained untouched on the shelf around the central fire pit. Deciding that valor was the better part of discretion, the party cast an identify spell on the remaining side and passed through.
Appearing in a thirty by thirty foot room with a door in the center of each of the four walls felt familiar to the established adventurers, while the whole “there's no way out but to complete the adventure” bit was somewhat unnerving to the neophyte. After the standard look-see was done, which discovered untranslatable glyph-runes around the walls, as expected, the party opened a door and went to the subjective north.
A short hallway led to a staircase that descended ten feet before the hallway continued further north. Listening carefully led to Deckard hearing faint sounds like dripping water to the north, but following the right hand rule, much to the consternation of their new companion, the party turned to go subjectively east.
Entering the next room, which was basically twenty by twenty feet with a ten foot by five foot alcove in both the north and south walls, led the adventurers to discover that there was a dampness everywhere in the room and on the eight foot tall statues, one in each alcove. These statues appeared to be similar to previous ones in other tombs with elongated heads with odd facial features. Each statue was holding an odd spear in one hand with the other fist on their hip. The spears' blades were somewhat crescent shaped. The statues, as before, wore what looked like skirts or kilts and had no other apparel. One door on the wall opposite where they had entered was the only exit, so the party prepared to open it to continue onward.
Iloxiron was determined that the party should have gone through the north door back in the intersection, so while the party was checking the door for traps he snuck back into the original hallway and went to examine the northern door. As he was doing so he cried out in pain as he was attacked from behind and two clawed hands scored his back. Spinning around he faced the creature and found himself looking at an age-blackened skeleton that still had bits and chunks of ancient flesh hanging from its skeletal form. Trying not to panic, the spellsword attacked it and was taking the worst of it before he decided to maneuver around it so he could run back down the eastern hall and hopefully get his new allies to come to his aid. Luckily the others heard his panicked squeaking and came to help, quickly destroying the skeletal creature and healing the spellsword. After some repetition of “This is why we don't split the party.” they opened the eastern door in the statue room and continued on.
Beyond the door was a twenty foot long hallway that opened into a thirty foot diameter circular chamber with no visible exits. The walls were engraved with a horizontal zig-zag pattern that started about three feet off of the floor and went to around three feet from the ceiling. In the center of the floor were three skeletal forms like the one the party had just destroyed. They appeared to have been both bashed and hacked to death from unlife, and somewhat recently. Feeling that perhaps this was work of the Griffins, the party continued certain that they were on the right track. Further exploration around the room led to Deckard finding a chalked symbol on the southern wall of the room. It looked like a henge: two vertical lines with a horizontal line across the top. Further exploration of that wall revealed the secret door there, and the adventurers passed through.
The party found themselves in the center of an east-west hallway. They went to the west until they found an ascending flight of stairs. Deckard insisted that they should remain on their current level instead of taking the stairs, so they went back past the secret door and down to the other end of the hallway.
A short distance along the party saw that the passage came to an end ahead when it intersected with a north-south hallway. A quick look in either direction showed the hallway extending into the distance, but a door was visible on the left hand wall at the edge of their torchlight to the north. Going north Iloxiron noticed that the torches were burning somewhat smokily and not giving off as much light as expected. This made him more nervous, but there was little else that could be done so they continued on.
The door was neither locked nor trapped so it was opened to reveal a small and relatively uninteresting room, ten feet by ten feet. The room was quickly left behind as the party continued north.
The hallway only went another thirty feet north before it came to a dead end. A two foot by two foot crossed grating was set into the floor, and the faint sounds of running water could be heard through it. Experimentation with a ten foot pole showed that the trench under the grate was only about four inches deep and seemed to drain towards the north, where the faint sound of running was coming from. After some quick searches the party reversed their course and went back south.
Passing the hallway to the circular room they went south another thirty feet before finding a door on the western wall at the forty foot mark. Opening it revealed a hall going west ten feet before it became an ascending staircase. Continuing his insistence that they finish with their current level before they changed elevations, Deckard led the adventurers back into the hallway and further south.
The hallway continued another thirty feet south before it turned to the west. At the turn there was a door in the east wall. With the door right there the decision was made to explore behind it with Ivan bursting through as was his tendency.
Opening the door revealed another hallway stretching to the east. After twenty feet it ended in a north-south hallway. The party turned north and discovered that this was not a hallway but was a room, twenty feet north to south by thirty feet east to west and they were entering it in the southeast corner. Also in this room were six creatures: five of the previously seen blackened human-sized skeletons and the sixth was larger and sturdier. Battle was once again joined and Iloxiron once again got the worst of it. The druid's minor regeneration spell would fully heal him once the battle was done, but during the robed spellsword was forced to try to avoid hand to hand combat as much as possible. He was brave though, never shying away from combat unless things were getting dangerously close to death. Once the undead were defeated, LaVeya healed the spellsword to full and other damaged characters as needed, then the party turned to the south.
The south hall was no hall but a mirror image of the north room, including the combatants. Preparing themselves better meant that the party handled this battle somewhat better, but there was a rough moment when the spellsword was reduced to zero hit points. Luckily LaVeya got him up and back into the action again.
After this action Iloxiron was rethinking his adventuring plans, but with no easy way out he continued on with the others. Since there were no other exits to be found in this cul-de-sac, the party left the area and returned to the corner of the hallway and headed west.
Thirty feet down the western hallway the passage ended in a door. A question mark had been chalked onto the wall next to the door and the party pondered this for a bit. After searching for secret doors and panels around the question mark and finding nothing they decided to go through the obvious door. Now used to the standard doors, Ivan shield-charged through, slamming open the door and falling into the pit on the far side. Once the party had helped the dwarf climb out they looked into the room. It was thirty by thirty feet and there was an open ten foot by ten foot by ten foot pit in the center of each wall. The only other door was in the center of the opposing wall, so by carefully stepping his way across the corners of the pits Deckard planned to reach the far door. The center section of the room was a worse danger. While it looked like solid flooring, once Deckard stepped on it the hinged lid of the pit trap swung open and prepared to drop the fighter-thief into the depths. Luckily the hinges were slow to open from age so Deckard was able to leap back to safety on the northeast corner of the room. Iloxiron found himself happy that he failed to leap across the open pit trap earlier and instead landed in the pit the dwarf had fallen in. If he had made the jump it was quite likely that the spellsword would have died.
With careful use of his grappling hook and rope, Deckard climbed down into the north pit then up onto the northwest corner before opening the door in the west wall. The party followed Deckard's path and all made it safely through the west door into the short hallway beyond the went twenty feet before ending in another door. This door was carefully opened and the adventurers passed through.
A hallway twenty feet long was on the far side of the western door, and at the far end of that hallway was another door. Learning little from his previous experiences, Ivan barreled through into the largest room they had yet encountered. They entered in the center of the east wall into a room that was thirty feet across and stretched fifty feet from north to south. The stone of the floor had been overlaid with tiles, though their colors and pattern were hidden under the slimy muck that the ever-present moisture had left on the floors. A single door was in the center of the northern and western walls, and a set of somewhat ornate double doors were in the center of the southern wall. Turning to the doors that were different, the party found the southern doors were the typical heavy stone but engraved with symbols and with iron banding and lock plates. Before noticing the locks, Iloxiron tried to pull the doors open, activating the trap which plunged a telescoping metal point into the center of his chest, causing him to stagger backwards and almost collapse as he was, once again, reduced to a single hit point. LaVeya healed the spellsword again while the rest of the group examined the locks. The locks had been marked with question marks in chalk except for the lower left one which had an 'X' next to it. Pondering this and coming up with nothing, the adventurers decided to pick the locks, but these locks were some of the most difficult the party thieves had encountered and they could open none of them. Disgruntled by this, they decided to leave by the western door and continue on.
The western door opened on a passageway that went ten feet forward before turning south. A look around the corner showed that the passageway turned east for a moment before turning back to the north. In the center of the floor after this northern turn was a large chalk 'X'. Searching around to see if it was marking a pit trap, the party found nothing, so they continued on. The hallway did a couple more serpentine cutbacks before, after the turn back to the south, the hallway turned west again. Ten feet down the west hallway the hall ended in a door. Iloxiron was impatient and nervous, so he rushed ahead to try to throw the door open after others had failed and he set off the trap that had poisoned darts firing down the hall from behind them. Everyone but the spellsword made their saving throw and dropped to the ground to avoid the darts while Iloxiron took four in the back and failed his tenacity saving throw and began screaming in agony as the poison caused his back to burn like fire as it began spreading through his veins. Luckily the druid was right there with a remove poison spell and the pain subsided as the poison was purged. The caustic venom still left him with burning sensations around the wounds on his back, but they were manageable.
Deciding that the door was just a trap trigger and that he had had enough of these bollocks, Deckard took the most direct route back to the entry room, picking locks along the way as the door from the entry room to the long southern hall had been double locked. From the first chamber he went back north, down the stairs, and back to the first intersection. Eschewing the right hand passageway, the fighter-thief made Iloxiron crow in triumphant “I told you north is the way to go!” statements as he opened the north door and entered the room beyond.
The room beyond resembled the large hallway they had previously discovered, but instead of doors in each wall and double doors at the far end in this room there were only double doors at the far end and a grate in the center of the floor through which the faint sound of running water could be heard. Examination showed that this grate, which was slightly larger than the previously found grate, had an identical four inch deep trench under it that led north to the distant sound of running water. Moving to the double doors, investigation showed that there were only two locks in these doors, one on each side. Though these locks were difficult, they were not quite as difficult as the other sets and Ydee was able to open them. Then, encouraged by his allies, Ivan charged through.
This turned out to be a near fatal mistake. As the dwarf bashed through the rest of the party heard the sound of dwarvish anger, followed by the sounds of metal scraping against stone, and then comparitive silence, broken only by the sound of water flowing. Then came Ivan's voice through the doors saying “If you don't get me out of this, I'm going to kill you all.” Carefully entering the room the party followed the dwarf.
This room had been thirty by thirty feet before a deep-flowing river had undercut the floor to the point of collapse. The sevenish feet of floor on the party's side was sloped down to the open chasm which filled the central section of the room from wall to wall. Two sets of very hairy knuckles were holding on to the edge of the chasm and Ydee went over and hauled the dwarf back up and onto his feet, noticing as she did that it was likely at least fifty or sixty feet down to the rushing waters below. LaVeya transformed into a bird again and fluttered across with a wooden mallet, then an iron spike, then one end of Deckard's rope. Changing back into her human form she carefully hammered the spike into the floor before tying the rope to it. Meanwhile Deckard was tying the other end of the rope off to the spike he had already hammered into the floor on his side. After ensuring that the knots were good and with the statement “Make the dwarf go last.” from Iloxiron, the party carefully crossed the tightrope to join LaVeya.
There were another set of double-locked double doors there which Ydee opened before the dwarf burst through. Beyond these doors was a ten foot long hallway that ended in another set of double doors. Sighing, the two thieves got to work on these locks and soon the doors were opened to reveal the room beyond.
This room was a thirty foot by thirty foot room with a throne across the room flanked by two statues in the corners. The throne was stone, though it was carved to resemble bones, and it was empty. The statues in the corners were at least ten feet tall and each held a long and broad bladed spear that the spellsword called a sword-spear. As the party took their first look around they noticed that the walls were engraved with a stylized representation of a landscape that seemed to be of heavily forested mountains, though LaVeya just saw marks on the walls. Deckard noticed that between the space of two seconds a ghostly figure had phased into view on the throne, and it was watching them intently. As the rest of the party became aware of the figure it raised one hand and acted as it if snapped its ghostly fingers. A loud snapping sound seemed to echo at the adventurers from all directions, and then there were six phantasmal forms that looked like the statues in the corners and wielding similar insubstantial broadspears. Then the king seemed to dissolve and the phantasms attacked.
Though the phantasms and their weapons seemed insubstantial the damage they could do was very real, and they hit very hard. The dwarf and the druid took quite a bit of damage from their slashing and stabbing attacks and the spellsword was also badly wounded in the battle, but the phantasms were defeated leaving the party alone again. After a few moments the king phased back in again, still sitting in his watchful position. This time he raised both hands and clapped once, and the echo of a loud clap bounced around the room. From behind the party came a rough rumbling noise and they turned to face two animated statues who moved forward to punch with their sturdy fists while the king watched.
Deciding he had had enough of this monkeyspit, Deckard launched an arrow directly at the source. It passed harmlessly through the king to shatter against the back of the throne. Deckard had the king's full attention after that, and the king locked eyes with the fighter-thief, but Deckard made his discipline saving throw and was unaffected, drawing back another arrow to fire.
The dwarf, druid, and thief were doing fairly well in the toe to toe battle with the animated statues and so the relatively fragile spellsword rushed at the king meaning to do him grievous bodily harm with the magical short sword Deckard had loaned him for the previous battle. He missed. Not just missed, but missed badly, sending the short sword flying away to clatter against the floor at the back wall. Deckard shot another arrow through the king's torso to shatter against the throne. The king turned to make eye contact with the spellsword and the spellsword failed his save. The king vanished again and Deckard turned to attack the badly battered statues while unaware that Iloxiron was not alone in his own mind. Iloxiron went over to sit on the throne for a moment while the battle raged, but stood and moved forward toward the group as the battle ended with the statues shattering and crumbling into dust.
Most of the party moved forward with Iloxiron to examine the throne while LaVeya hung back slightly. As they gathered together Iloxiron/not-Iloxiron muttered a few sibilant sentences and the party was teleported away to find themselves...

...waiting for the next session to find out what the heck just happened.*


Experience points for the adventure

Deckard – 1738
Ivan - 1738
LaVeya - 1738
Iloxiron - 1738
Ydee - 869+

Footnote:

* Yes, the party has been transported somewhere. If other players show back up, they will have been hidden with the party all the time and transported too. Shut up, it doesn't have to make any sense, but deus ex machina has been an accepted solution since the Greek civilization, so shut up.

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