September 3rd, 2017
The Final Quarry Adventure
From my left:
Nick playing Merrick the 6th
level human fighter
Evan playing -unknown- the 1st
level totally not suicidal human mystic
Chad playing Neven the 1st
level not to be confused with the player name above older human
magic-user
Mikey playing Ivan the 2nd
level Viking dwarven fighter and 3 charisma party spokesdwarf
Zack playing LaVeya the 6th
level human druid
Connor playing Niall Lightbringer the
4th level human cleric
Chris playing Deckard the 3rd/6th
level human ex-fighter/thief
and the DM playing Ydee the 6th
level half-elf thief for the absent Catherine and Charles the
Restorer, 9th level wandering bishop of light
After their battle with the grave
shadows and barrow wights the reduced party decided to leave the
tombs and return to the light above as
it had been mid to late afternoon when they entered. Upon climbing
out of the quarry they found some of their friends just arriving with
a couple of new adventurers: a nameless human mystic whose
devil-may-care behavior was a bit unnerving and an older, late to the
adventuring life human magic-user who was a font of useful spells.
The new and expanded party rested for the night and prepared to
return to the underground passages the next day.
Descending underground again, the
adventurers made their way through the rooms they had previously
explored, fighting quite a few of the undead monstrosities along the
way, battles that were made much easier with the use of a charge from
the sunstone. In the room off of the fourth hallway (numbered as
they were originally discovered) after the battle they considered
what their next move should be: continue back to the other unopened
rooms or proceed through some of the other unopened doors in this
room? Spellcasting by Charles gave the party information that the
left and right doors were still sealed with silver welds and that
evil could be detected from behind them. The door across the room
was sealed, but there was no sensation of evil behind that door. It
was decided to open the far door and see what could be found. They
had a bishop with them, so how bad could it be, right? Right.
The door was opened revealing a room
shaped like a pentagon with each side being roughly fifty feet. A
pentagonal column in the center of the room stretched from floor to
ceiling, unlike the triangular pillars in the previously explored
rooms that were only eight feet tall. This one was also covered in
writing in an unknown language. A door was in the middle of each
wall, and as the adventurers started to look around a group of three
grave wraiths and one more form hidden completely in darkness
appeared. The sunstone had a second charge used which revealed the
shadowy form of the creature in the darkness (later identified as a
grave shade) and made this battle somewhat easier. An early flame
strike from Charles helped injure the shade and killed the wraiths,
but more creatures came to join the battle. Merrick's new magical
necklace of soul protection burned through a lot of charges but it
kept him from suffering any unfortunate draining attacks on top of
the massive damage the creatures could do. With much assistance from
the bishop the monsters were finally defeated and the grave shade
banished by a mace of disruption.
No corpses remained, and no treasure
was found. The set of double doors in the fifth wall were different
than the other doors, seeming to be made of cold iron perhaps? Their
seals were broken and the adventurers entered the fifth room which
was a smaller room, twenty by twenty, with two stone sarcophagi
against each of the other walls for six total. They had engravings
on their lids that were meaningless, even with a read languages
spell, though Nevan did think that they were meaningless because they
were names, not actual words. The sarcophagi detected as magical, as
did a small grate in the center of the floor. Under the grate was a
small one foot by one foot by one foot chamber with a hole about five
inches in diameter in the bottom of it that seemed to be filled with
a dark water. The magical aura was determined to be coming not from
the grate, but from the pipe. After several experiments, one of
which made the group certain that the 'water' was actually mineral
oil, Deckard stuck his arm into the hole to see what he could find.
What he found seemed to be a magical key. Not having seen anything
like a keyhole in the place, Deckard pocketed the key and the party
turned their attention to the sarcophagi.
When opened, as they all eventually
were, the recently deceased body of an unusual looking young woman
collapsed out of each (by 'unusual looking' I mean similar to
pictures of young Apache women from the 1800s. So quite unusual to
the mostly occidental human race of Lloringhold). Each woman wore a
simple but colorful dress (again, think of southwestern Native
American tribes) and they ranged in apparent ages from roughly 18
through maybe 28. They looked similar but not identical and might
have been sisters perhaps. They appeared to have died just minutes
before the sarcophagi were opened, but showed no signs of being
vampires or the like. The party discussed the situation before
agreeing that the magic on the sarcophagi was likely preserving
magic. A speak with dead spell was attempted but failed miserably,
leading to the thought that perhaps the women had had eternal rest
cast on them soon after dying so they could not be turned into undead
creatures.
At a bit of an impasse, Deckard and
Nevan went to examine the pentagonal stone pillar to see if it said
anything different than the previous triangular pillars with their
discussions on how to destroy the corruption and the undead. The
additional information on these spoke of seeds being prepared to
ensure the survival of the tribes into the future, even if the
corruption could not be destroyed. From the language used it seemed
that it was referring to the women in the sarcophagi as the seeds.
Some time later, after further discussion and a commune spell cast by
Charles, it was decided to put the women back in the sarcophagi and
close them up inside again so the preservation magics could continue
to work on them. The next best plan was to send some of the group
back to town for a wagon to carry the women in for their safety.
Once they were at the Treefold shrine then Charles could attempt to
cast raise dead on them and to possibly restore them to life. That
way they could live again and possibly provide information about
their civilization.
In the meantime Deckard wanted to find
out what the bloody key went to! Searching led to no answers until a
voice whispering in Niall's mind led them to search the tops of the
triangular pillars. Ydee scrambled up and found a keyhole in the top
of the first one. Deckard handed her the key and she opened it. The
upper half of the sides of the pillar opened and a tallish triangular
chest was revealed within the space. Ydee disarmed the pressure
plate trap (somewhere Hunter had painful flashbacks) and the chest
could be removed. On opening there were many golden pentagonal coins
revealed on the top of the pile. The chest was closed again and the
other already opened room was checked and found to be the same. An
identical lock, an identical opening, an identical chest, and an
identically disarmed pit trap later the chest was opened to reveal
identical looking coins. Success!
Half the party returned to town, rented a wagon and bought six coffins for easier and less awkward transporting of the bodies (Since the sarcophagi were built from the walls, they could not be removed). One potentially uneventful journey later the adventurers returned to Treefold with six fresh corpses and two triangular chests. Success!
Half the party returned to town, rented a wagon and bought six coffins for easier and less awkward transporting of the bodies (Since the sarcophagi were built from the walls, they could not be removed). One potentially uneventful journey later the adventurers returned to Treefold with six fresh corpses and two triangular chests. Success!
The oldest of the women was raised
first and successfully. After a tongues spell was cast, she gave the
party basic information about herself and the other women. They were
all druids, the seeds of the tribes' survival, and there were more
scattered around too for these women to find. Luckily they had the
abilities to do so.
They claimed some of the coins in the
chests but gave the rest to the party. It worked out to roughly 50
coins each, but for a fee Glykras said he could find collectors to
sell the coins to for more. Glykras paid each member of the party
400 g.p. for their coins and took them to sell. Each member was also
given 5 (moonstone) gems worth 50 g.p. each. There were several
magical items in the bottom of the chests, but many of those were
claimed by the women, though four would be left for the party to
choose from, though they could pick two while the other two went to
the church as was agreed in the beginning.
Experience points for the adventure and
for storyline completion:*
Merrick - 4250
Evan's -unknown- - 4250 **
Neven - 4250
Ivan - 4250
LaVeya - 4250
Niall Lightbringer - 4250
Deckard - 4250
Ydee - 2125
Footnote:
* Since we have new characters who have
received a crapton of experience I will once again post the rule for
leveling when one has enough points to level more than one level at a
time. No one can level more than once after each full-session
adventure. So while Nevan has enough experience to gain more than one
level right now he can only level to level 2 after this adventure.
He will have to go on another full-session adventure before he can
gain ANY of the benefits of level 3. AND that is one full-session
adventure AFTER being trained! A character cannot gain any automatic
benefits (i.e. hit point and spell point increases) of, say, having
enough experience to be third level until after they have trained for
second level and then gone on a full adventure as a 2nd
level character.
It also likely goes without saying, but
there will be enough time to level up before the next adventure,
whatever it may be. Though Deckard has a good idea of what should
come next...
** GOOD JOB SURVIVING AN ADVENTURE
EVAN!!!!!!!!!!! We knew, well, hoped, you could do it!
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