September 24th, 2017
A New Tomb and The Return to the Aerie
From my left:
Chris playing Deckard the 3rd/7th
level human ex-fighter/thief
Nicholas playing Merrick the 7th
level human fighter
Evan playing Lyagia the 2nd
level human mystic
Haley playing the 1st level
elven druid
Hunter playing Flever Graveltoes the
1st level gnome ranger who should be 2nd level
long ago
Paige playing Keeva the 4th
level halfling infiltrator
Mikey playing Ivan Lok'tar the 4th
level dwarven fighter and party spokesdwarf
Zack playing LaVeya the 6th/1st
level human druid/magic-user
New Connor playing Iloxiron the 1st
level half-elven spellsword
and the DM playing Ydee the 6th
level half-elf thief for the absent Catherine
See if this sounds familiar...
The adventure started with a flash of
light and the adventurers appeared somewhere else, this time inside a
tomb like every other tomb they had explored through the cubic key:
within a thirty foot by thirty foot stone room with a door in the
center of each wall.* After half a second the decision was “We'll
go subjective north. Again.” Because tradition dictates. And also
because they figured that this would make it possible for them to
quickly discover which of the tombs they had returned to since they
had gone subjectively north in each of them at one time or another.
So it was logical more than whimsical. To a certain degree.
Once the northern door was opened the
party could see that the hallway beyond went thirty feet straight
ahead before it dead-ended in a blank wall. This was a new
experience for them, so they cautiously proceeded down the hall until
they could see the chalk mark on the right hand wall at the dead end.
The mark was an 'X' which Deckard was fairly sure that he, as the
man who marked the ways, did not make. This meant that they were on
unfamiliar ground in a new-to-them tomb. Unfortunately, when Desorna
entered the geriatric facility she took the maps she had made with
her, so there was no way to confirm this. After briefly searching
the walls for secret anything, the adventurers returned to the first
room and started over.
Back in the center entry room the party
took the eastern pathway out of the room. Another thirty foot long
dead end hallway was found beyond, and some chalk marks were visible
on the left wall. After checking the hall carefully the adventurers
came down and found that a square roughly twenty inches on each side
had been chalked onto the wall at about human shoulder height.
Further investigation showed that the box marked a hidden panel which
Merrick carefully levered open using the blunt dagger he kept for
such purposes. Behind the hinged panel he found a small valve wheel.
This made him somewhat uncomfortable as his previous experiences
with these were unpleasant at best, but with encouragement he turned
the wheel anyway. With a loud grinding sound the large stone block
at the end of the hallway began to slide into the wall revealing a
short passage that led to a four-way intersection. Carefully the
adventurers continued on.
After the ten foot hallway to the
intersection each branch of the hallways went ten feet before ending
in a standard solid stone door. Subjective north remained the choice
of ways to travel, so the adventurers turned left and proceeded
north.
Through the door the adventurers
entered a room** that was thirty feet on each side with the party
entering in the center of of south wall and one other door visible
across the room on the far wall. The floor of this room was the only
unusual feature in an otherwise undecorated room, with four sets of
concentric squares of grooves starting about eight feet inside the
door and spaced roughly four feet apart until they ended around the
central ten foot by ten foot center of the room. Each groove was
roughly four inches wide and the same distance deep. Some
experimentation was done to try to determine what would happen if the
party crossed the channels by throwing or skipping objects across the
floor and when these provided no information Deckard crossed the
floor to discover what horrible things would happen, though he had
tied a safety rope around his waist first and Merrick held the other
end.
There was a faint click as Deckard
crossed the center square but nothing else happened. As Deckard
searched the far door for traps or locks and found none the rest of
the party began to notice that the room appeared to be getting misty.
They also noticed that the door they had entered through was locked
just like the door Deckard was examining. The mist grew more and
more thick until there was a flash and a mild shockwave of
electricity arced through the room, stinging everyone. Luckily the
charge had apparently dropped over time so it was not lethal. Once
the charge had fired the mist dissipated and the far door could be
opened. Happy to escape this room, the adventurers moved on.
A twenty foot long hallway stretched
ahead of them, ending at yet another door. Once opened the
adventurers found themselves at one end of a twenty foot long hallway
leading off to the left. This hallway also ended in a door. The
majority of the party retreated to the far end of the hallway so the
tank dwarf has a clear runway to use to smash through the door. He
did so and immediately fell into the trench on the other side with a
loud clatter of metallic armor and dwarven curses.
The room the dwarf had cleverly found
was a fifty foot diameter octagonal room with a ten foot wide and ten
foot deep trench around the outer wall leaving a thirty foot diameter
'island' in the center of the room. There was one door on the far
side of the room. Deckard tried to attach the grappling hook to the
floor outside the room, but the hook slipped and fell in when he was
starting his climb. After joining Ivan in the pit he tried to throw
the hook to catch on the center island, but he had no luck. Ivan
asked for a try but fared no better. Finally Deckard just climbed on
Ivan's shoulders and found that the island was unnaturally smooth and
even felt slightly slick. With Ivan military pressing him up,
Deckard was able to scramble onto the island. Deckard inchwormed his
way across the island and discovered a chalked circle in the center
of it. It didn't seem to be a panel or a hatch, so while curious it
didn't help much.
Meanwhile Merrick was bored, and a
bored Merrick is a dangerous thing. With Iloxiron holding the rope
Merrick lowered himself into the trench and wandered around it
looking for anything else of interest. As he came around to the far
side he saw that there were two chalked rectangles on the walls, one
directly underneath the door on this side, and the other on the
island opposite the first one. Examining the chalked areas revealed
nothing, so Merrick and Ivan examined the floor there instead. A
fifteen inch wide section of the stone floor between the chalked
rectangles seemed to be made of a different type of stone, and while
Ivan examined the new stone in a typically dwarven way (he liked the
stone. Don't judge. It's a dwarf thing.) Merrick began using his
blunt dagger to fiddle with the seams between the stone. There was a
sudden rush as the different stone launched from the ground forming a
bridge from the unexplored door to the island. This sudden launch
resulted in Ivan getting smacked in the noggin by the stone while
Merrick had gotten mostly out of the way and just had his leg hooked
over the rapidly rising bridge. After it jerked to a stop and
Merrick fell on his head, the human fighter tossed one end of his
rope over the wall so the dwarven fighter could belay him and Merrick
could scale the wall. Merrick inchwormed his way onto the island to
join Deckard. Further exploration of the island revealed nothing
much of interest, so the fighters crossed and opened the unexplored
door. This door opened into the center of a thirty foot long hallway
that was a dead end in each direction, but there was a door directly
opposite the one they came through. With some assistance and some
occasionally unfortunate rope skills (Iloxiron gave a perfect
demonstration of What Not To Do) the rest of the party rejoined their
point men and the preparations for further exploring. But the
wandering monster rolls had a different idea of what would come next.
A grinding sound was heard from the
northern dead end and when the party looked they saw another huge
stone slowly sliding out of the way. Unfortunately another huge
stone was behind it, this one being a broad and tall statue that
moved forward toward them. Iloxiron, as a professional soldier, knew
that this was the time to demonstrate his bravery as he rushed
forward to attack. The stone statue quickly reduced him to -2 hit
points and the front line fighters, having taken note of the damage
the thing could do, moved in and prepared themselves for a long and
bloody battle.
The battle was brutal and bloody.
Iloxiron was returned to the land of the conscious and
seriously-in-pain as was Keeva after she maneuvered into a prime
backstab position only to have the statue take a couple of steps
backward and pummel her into unconsciousness (also causing Elvira,
the chicken-child's, wing to be broken [again] when Keeva's
unconscious form collapsed on her). Finally the thing was destroyed
by Keeva (on a technicality that Merrick would likely argue until the
end of time), and the party could relax for a moment before
continuing. In the race to dig through the remaining rubble of the
statue, Deckard found what looked like a blood-red heart made of
stone and picked it up just before Keeva, hampered by her own venture
into negative hit points, could dive on it first. With nothing else
of value to be found in the remains, the party explored the area
where the statue had been.
The area beyond the sliding stone was a
thirty foot long hallway that ended in a set of double doors that had
been ornately carved in repetitive geometric designs. After careful
examination and opening of the locks the party ventured beyond.
The room beyond the double doors was
the largest yet in this tomb, fifty feet wide by sixty feet long with
a raised dais with a throne on it at the far end. The throne at
least seemed to be unoccupied which made some of the adventurers
happy and others very nervous.*** Carefully the adventurers moved
closer to the throne which did look impressive. It was very large
and yet very plain, with nothing carved onto it. Exploring around
the throne revealed a hole roughly six inches in diameter in the back
of the throne. This hole was very dark and when Merrick attempted to
see how deep it was with his ten foot pole, after pushing half of the
pole in and touching nothing he withdrew the pole to discover that it
was now a five foot pole. The party decided to not experiment
further with whatever it was.
Meanwhile Deckard had been looking at
the steps to the dais and noticed that they had some carvings on
them. One natural 20 on his thiefly languages skill roll later
(really? REALLY? Dang it!) the DM told him that these seemed to be
names associated with the person this tomb was for. But the only one
he could remotely figure out seemed to be “the vanisher” (more
accurately “the one who causes others to vanish”), which made all
kinds of sense if the item in the back of the throne actually was a
sphere of annihilation.
Further inspection revealed that the
stone seat of the throne had a seam around it, making it seem that it
could perhaps be lifted and removed. Merrick began exploring with
his blunt dagger when he reached a point where his “my wife Shay is
going to kill me if I do this, even if she has to bring me back to
life first” senses kicked in as he felt what kind of felt like it
might be a trigger for a trap. Caaarefully backing away, Merrick
called Deckard's attention to it. Further exploration did reveal a
trap of some unknown sort there, but Deckard, Ydee, and Keeva failed
to disarm the trap. Wishing they had better rolls, the adventurers
discussed their options. In the end it was decided that Deckard
would open the seat while the rest of the party bravely held the
doors into the room firmly shut just in case. But Flever sidled
closer as Deckard prepared to open the seat of the throne. As he did
so a flash of darkness expanded out of the seat. Deckard made his
discipline saving throw, but the next closest character did not.
While Deckard blinked to try to clear the blindness Flever rushed
forward, reached into the area under the seat, pulled out what looked
like a black iron crown, and jammed it on his head. The gnome ranger
then disappeared in a flash of darkness.****
In shock at the disappearance of their
companion, and Keeva's husband, the party froze for a moment before
Deckard looked into the space to see what else remained. A black
iron ring that looked like a old jailer's keyring lay in the space.
As Deckard picked it up, it seemed to grow slightly warm in his hand.
After a few seconds***** he put it back. LaVeya asked if she could
try to identify it, but before she could get halfway through casting
the spell there was another flash of darkness and the party found
themselves in a familiar looking room that proved to be the common
room of the Aerie.
Aftermath:
An hour or so after their arrival, a
naked gnome screaming incoherently appeared in the room where he
collapsed in a heap on the floor whimpering and babbling to himself.
He looked bruised and damaged and filthy, but he was basically alive
and remotely well.
A couple of hours or so after Flever's
reappearance the Silver Griffons appeared in the Aerie. They also
were damaged and disheveled and smelled faintly of gas, but they were
alive and relatively well. Conversations revealed that the
adventurers had been sent to the tomb that Glenalen, the Griffons'
magic-user, had explored solo upon accidentally discovering how the
cubic key worked. The chalk marks the party had found were obviously
Glenalen's. The Griffons had ended up in the silty tunnels of the
first tomb that the party had explored. They fought several things
and found a goblin's corpse (poor Pok'nar). Nathaniel had also been
found 'worthy' in the tomb and he now had an obsidian dagger like
Merrick's.
After several days' of rest to recover
from their experiences the adventurers headed to town with Barron,
now wearing his reserve armor, and Glenalen. Some training and
several side trips were made during this time, and several minor
adventures were had. Iloxiron decided to increase his personal funds
to pay for training by attempting to sleep an aristocratic sort in
the marketplace on market day so he could rob him. Cue the Grail
Knight at this juncture (“He chose … poorly.”) and the mayor's
son and the dozen town guard in the marketplace pummeled the hapless
spellsword and arrested him after he slept five townsfolk around the
aristocrat instead. In court Iloxiron managed to avoid one of the
three felony charges but while trying to talk his way out of jail
time he apparently all but confessed to the others and said he'd do
them again. Ydee went to bat for him in court after that and
managed to only get him banished from town permanently (though after
six months he could try to get allowed back in town again under
supervision, like the current situation with the carrot-thief Flever)
and payment of a 500 g.p. fine. Since Iloxiron had a total of six,
count them, six, gold pieces, this was a minor problem. However Ydee
paid the fine and was reimbursed from some emergency party funds
Deckard had found.******
Market day was interesting as there was
someone there selling magical weapons, as is. Cheaply. Well,
inexpensively. Or comparatively so. The adventurers bought several:
two long bows, two short bows, and a staff. Once purchased LaVeya
identified them and announced that two were pretty much worthless,
two were better than nothing at all, and the staff she had no idea
about. Still, the party now had some vaguely useful magical ranged
weapons.
A trip to visit Glykras later the
unfortunate less than useful items had been traded to Glykras for
magical research purposes for a useful magical shortbow. And Deckard
had happily dropped 600 gold pieces from the found funds****** on six
essence potions which made LaVeya's (and her player Zack's) eyes bug
out in surprise at how easily he had tossed down the gems for those
potions. In exchange for the pamphlet Deckard had written about the
recent experiences Glykras had identified the purchased magic items
and made the trade.
Sirenia, the Silver Griffins' druid,
discovered that Elvira's wing that Flever had been flapping about to
prove that the chicken was fine, just complainy, was actually broken.
Sirenia and Keeva discussed the horribly embarrassed and upset
Flever's failings as a father and caretaker at length directly in
front of the gnome. Then the chicken parents went to town to
purchase Elvira a sibling, Madonna-style.
There were some . . . difficulties in
purchasing Flever some clothes to replace the human-sized leather
armor LaVeya had gifted to him. Flever apparently had earned a
reputation as a free-spending nitwit and an easy mark for
ridiculously inflated prices on goods. After buying a baby chick for
a gold piece (only about 100 times its normal sale price), Flever got
distracted looking at fancy platform shoes and left the chick in the
cobbler's store while he ran back to beg Keeva for an advance on his
allowance so he could buy the fancy shoes. After dealing with
Keeva's puncturing of his dream about fancy footwear it was noticed
that the chick was no longer in Flever's possession. Mild panic
ensued as they went in search. Keeva went to the cobbler's store and
learned that a small boy had seen the abandoned chick and picked it
up. Keeva managed to track the boy down, which was a minor miracle
all by itself, before using her charisma to convince the boy to
return her chick to her. Her amazingly good luck at tracking was
balanced by her amazingly bad luck at charisma tests (“Give me that
chick or I'll cut you into a thousand pieces and feed them to the
hogs!”) and the young boy and his friends, terrified by the evil
halfling, ran like hell taking the hick with them. Sighing, Keeva
returned to the marketplace and bought a replacement chick for 2
copper pieces. Flever, so far, is none the wiser.
LaVeya, frustrated at the lack of
easily found wolves and foxes in the area, used market day as a
chance to buy a huge tracking dog (roughly the size of an Irish
wolfhound, so almost a wolf in itself) and a guard dog (about German
Shepard sized). An animal friendship spell on each and she has two
new animal companions with small shaved patches where she collected
fur for her shifter's pouch.
And at this juncture Deckard
Stormfallow takes his leave of the party to go spend time with the
various members of the Council of Eleven and the Archdruid Avonlea
because Chris' work schedule for his new job will have him working
Sundays after the first of the month. Sadface. But we will be
considering a Tuesday game so he can still play and amuse me with his
antics. :-p
Experience points for the adventure
Deckard – 1210 + 500 for reasons
Merrick – 1210
Lyagia – 1210
Haley – 907
Flever – 907 + 200 for market day
Keeva – 907 + 200 for market day
Ivan – 1210
LaVeya – 1210
Iloxiron – 1210 + 500 for learning
the law painfully
Ydee – Some. You don't need to know
how much experience I have.
Footnotes:
* The original plan was to have the
Silver Griffins and the player-characters go through the tomb
together, but after thinking it over once at the game the DM realized
that he would be dealing with sixteen characters. Sixteen. Of which
the DM was going to be playing seven. The DM came to his senses and
had the Griffins go to a different tomb; one that he had playtested
with the Griffins earlier in the week to see if he had rebalanced it
properly. Oy. Two full adventuring parties. What the heck was I
thinking?
** There was some debate over whether
or not the room had actually been entered by the party once the misty
trap had been activated. The DM ruled that they all had entered
because reasons. -grump-
*** Guess which group is the paranoid
group? And, yeah, it's not really paranoia since they KNEW the
tomb's creator was out to get them. But they failed to realize where
the tomb's creator was, bwahahaha.
**** Hunter is an entertaining player
who holds the record at this table for most characters killed due to
forseeable “accidents”, often referred to by the rest of the
party as “What were you thinking???” moments. Failing the save
and wearing the crown allowed his body to be possessed by the
now-insane spirit of the tomb's inhabitant who would prepare for new
world domination by teleporting himself to a cave where many items of
power had been hidden thousands of years ago. An earthquake had
collapsed the cave between then and now, so the teleporting character
was going to be irrevocably dead. Thus, this character death was
going to fit that mold too, but the DM was reminded that Flever
actually was wearing a minor artifact (which was not known by the
players until, well, now) that appeared to be a lesser magical item
of survival that gave bonuses on saves against disease and poison,
and that could protect him from reasonable temperature extremes. It
also could save his life ONCE before vanishing effectively forever.
So, completely naked and terribly afraid, Flever was returned to the
party with memories he didn't want (this is what it feels like to
find parts of your body suddenly fused with rock and the rest of your
body is pulped). Yay Flever?
***** After a few seconds and the
player noticing that the DM was counting down quietly...
****** Found. For Reasons. That
aren't your concern.
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