October 29, 2017 (Yes, it is late in posting.)
An Unforseen Circumstance and a Short Halloween Adventure (with Another Unforseen Circumstance!)
From my left:
Mikey playing Ivan Lok'tar the 5th
level dwarven fighter
Nicholas playing Merrick the 7th
level human fighter
Zack playing LaVeya the 6th/3rd
level human druid/magic-user
New Connor playing Iloxiron the 3rd
level half-elven spellsword
and the DM playing Ydee the 6th
level half-elf thief for the absent Catherine
After half tumbling down the hidden
stairs to the third level, the adventurers began exploring their
surroundings. The thirty by thirty room the stairs descended into
the center of had open exits from the room in the center of each
wall. The north and south exits led into thirty foot wide by twenty
foot deep rooms with two doors in each room while the east and west
passages went thirty feet before coming to an intersection. After
some discussion the party went north.
The room was relatively barren with
doors in the east and west walls in the northeast and northwest
corners of the room. Right hand rule still being a thing, the party
went through the east door to see what was beyond. Merrick set off
the fire trap on the door, and the door opened. They entered into
the northwest corner of a thirty by thirty room with a door in the
center of the east wall, and with two owlbears waiting inside.
With Merrick leading the charge the
battle was brief and brutal and ended in victory for the heroes with
relatively minor damage inflicted. Several chunks of ore were found
in one corner of the room with copious amounts of gold in them.
These heavy things were loaded into the adventurers' packs and the
party continued on.
Through the far (trapped) door the
party found a hallway going north and south, though it only went ten
feet north before ending and it went south to meet up with the
intersection the adventurers had seen down the east hallway.
Deciding to go back and try the northwest door in the north room, the
party backtracked and searched for traps before entering.
This room was a mirror image of the
northeast one, but it appeared unoccupied, which made the players
nervous since the DM had had them roll for the monster chart and had
stacked up five poker ships/monster counters nearby. This
nervousness extended to the characters who searched the room and then
decided to move on through the western door, after removing the
expected trap, and into the hall that was a mirror of the eastern
hallway. A search was made of the northern end of the hallway for
secret doors with none located, then the adventurers headed south
through the intersection that led back to the center room, and down
toward the south end of the hallway. Much like the north end, there
was a door on the east wall before the hallway ended ten feet further
and after inspecting, detecting, and disarming the trap on it, the
door was opened and the room entered.
This thirty by thirty room was as
expected, filling the blank space on the map nicely and with the
anticipated door in the east wall in the southeast corner that led
back to the southern room. What was not anticipated was the giant
skeleton with the giant sword inside. The skeleton moved to attack
and the battle began.
This skeleton was a tough customer,
hitting almost every time it swung its sword. It focused on the most
powerful fighter in the party and, even with LaVeya's spells trying
to keep him propped up, soon laid him low. However it had absorbed
too much damage in the meantime and finally took a shattering blow.
When it died it sent an arc of electricity out from around it,
luckily avoiding the prone and bleeding fighter. The badly damaged
party collected what items they could find and then began to limp
back up to Ivy's room. As they traversed the darkness on the second
level they were attacked by some sort of clattering clawed
monster(s?) who tore at their flesh as best as they could with sharp
claws.* The penalties for fighting in the pitch black affected the
adventurers but not the whatever that was attacking them, and the
battle was difficult and the risk of accidentally attacking another
party member was high. Finally the attacks stopped and the party
made it at last to Ivy's room where they quickly prepared to rest and
recover while they could. When Merrick stripped off his armor he
discovered several welts and sores on his body which had had the
effect of reducing his physical stats. They looked like the wounds
inflicted by leeches and the answer to what the monster counters that
were never fought was explained.
After awakening again LaVeya burned
through her newly recovered spell points and then took another nap to
regain spell points for the still potentially difficult trip out of
the Proving Grounds. The Proving Grounds were exited and the tower
climbed without any further encounters, and the still-weak Merrick
and his party returned to Ruinheath.
Back in Ruinheath the adventurers spent
some time resting and recuperating. After they had recovered from
their excursion, they found another adventure waiting for them.** A
man wearing all white and with his entire face covered by a
concealing veil came to see them accompanied by Mordecai the cleric,
Merrick and Ydee's early adventuring companion. The man in white
introduced himself as Legin the Scarred, a mystic of the church, and
told the party that he needed their help in recovering an evil
artifact from a tomb so it could be destroyed through use of a rod of
cancellation that Legin carried in a
lead-lined case to prevent it from
being triggered accidentally (see also how Merrick got rid of his
cursed ring of strength :-p ). When asked why Legin didn't go get
it, he said that the tomb was protected from clerical interference so
he needed a group without a cleric to enter the tomb, and Mordecai
had vouched for the adventurers.*** The adventurers agreed and they
all set off for the area of the Barrens where the tomb was hidden.
Upon reaching the small cave where a
half-melted iron door stood, Legin cast a protective spell around the
adventurers**** and they went onward. A small cave had a circular
iron stairwell that descended into darkness, and the adventurers
began to carefully descend.
Forty feet down they enter a broad (20
foot wide) hallway corner made of whitish stone. The east hallway
goes for thirty feet before ending, and there is a door in the south
wall at the end. The south hallway is similar to the east hallway
with the door being in the east wall at the far south end of the
hallway. The adventurers advanced down the hallway and came to the
door. Paranoia was rampant (shocker), so Merrick asked Ydee to
search for traps. Ydee found three traps and disarmed them all
leaving the door free of physical traps. Merrick opened the door
leading to a brief flash of light and the adventurers moved on.
Beyond was a thirty by thirty room with
three sarcophagi in the center of each wall, a door in the far corner
that obviously led to the east hallway, and a spiral staircase down
in the southeast corner. In the center of the room was a stone slab
roughly four feet on a side with a rectangular carved stone reliquary
sitting on it. There was a carving one of each of the four elemental
symbols on each of the four sides and an engraving of the symbol of
light on the top. One of the sarcophagi was opened revealing a
skeleton in rusty armor with a rusted sword before it. Nothing
happened when the skeleton was revealed, and some Ivan quickly bashed
it to pieces just in case. After some visual exploration the
reliquary was touched and then a swirling dusty mist came up from it.
Before the mist could coalesce the party decided to scramble down
the staircase.
At the bottom of the forty foot
staircase was another wide hallway identical to the floor above,
except the directions were reversed with the hallways extending north
and west. As the adventurers approached the next door they noticed
the stone was more brownish on this level, looking like sandstone.
Another triple-trapped door was encountered, disarmed, and bypassed
in another flash of light. The room beyond had the same dimensions
as the room upstairs, and the same fixtures too, but all stonework
remained the sandstone-brown color. The reliquary was not touched
and the party dissuaded some of their members from tinkering with the
sarcophagi, instead choosing to descend to the next floor.
This level was identical in appearance
to the first, except for the reddish tint to the stonework here.
Another triple-trapped door was bypassed by Ydee, and another flash
of light came when Merrick opened the door. The room beyond was
visually identical to the previous ones with the sarcophagi, the
slab, the reliquary, and the stairs down. The adventurers quickly
touched the reliquary just for spite before running down the stairs.
The fourth level was identical to the
second, but with blue-green stone. The expected triple-trapped door
was opened with the routine flash of light and the adventurers
continued on. This room was identical as well and the adventurers
gave it a cursory examination and a tap on the reliquary causing the
expected swirl of dust to begin before continuing downstairs.
The fifth level was altogether
different. Instead of a branching twenty foot wide hallway, the
party came into a fifty foot by fifty foot room. All around the
exterior of the room were sarcophagi, dozens of them, maybe a hundred
or more. The ceiling in the room was twenty feet high and arched to
twenty five feet high at the center. The center of the room was an
octagonal mausoleum thirty feet in diameter whose exterior walls to
the cardinal directions curved up to make a rounded top that came
within half a dozen or so feet of the arched ceiling in the room.
The walls in between the cardinal ones were straight for eight feet
or so before they sloped more sharply up to the curved roof of the
tomb. Each of the flat walls had one of the four elemental symbols
engraved into it, and the mausoleum appeared to have no entrances as
the party members walked around it, but closer examination of the
westward face revealed a seam where some sort of entrance must be.
While most of the party considered this Merrick managed to scale the
tomb to find that instead of the expected symbol of light on the roof
there was an eight pointed star. Confused by this oddity, Merrick
climbed back down to rejoin the rest where they finally just used
brute strength to push the rock that acted as the 'door' back into
the tomb.
Once inside the tomb they found what
appeared to be a reliquary made in the shape of a skull, and on it
was a thin platinum diadem like the one they had been sent to
recover. Shifting dust was already taking the form of a human male
who announced that the diadem should not be taken and the party
should leave immediately. It seemed to have a limited repertoire for
conversation, often replying to questions with “I don't understand
what you are asking.” The basic message was that the diadem needed
to remain, that undead were an abomination, that it couldn't be
destroyed, and that the intruders should leave immediately or sooner.
Finally Merrick decided to go back upstairs to ask Legin some extra
questions.
Legin was very unhappy to see Merrick
and Ivan return without the diadem, asking pointed questions about
their capabilities and competence. He called for Mordecai to come
and help him explain, but when the cleric came into the cave Merrick
thought that he looked . . . different for a moment. Finally they
felt certain that Legin was not what he seemed,***** and Ivan attacked,
cutting through the hood and veil and revealing the skeletal face of
an undead creature. Legin began shouting for Torbok to help him kill
the adventurers, then Legin backed off from the battle while
'Mordecai' transformed into the actual form of the doppelganger
Torbok and attacked. After just a couple of rounds of battle, Legin
the Scarred (actually Nigel the limited Lich) teleported himself and
Torbok away, leaving the party alone.
With the news from the surface, the
adventurers decided that they had made a huge mistake and decided to
leave the tomb and alert the church as to the situation so they could
restore the traps and wards in the tomb. Comments were made about
the spectral guardians that the party would have faced (and likely
died fighting), which made the party happier that they did not
complete their mission successfully. And there we basically stopped
for the night.
Experience points for the adventure
Merrick – 1450
Ivan – 1300
LaVeya – 1400
Iloxiron – 1300
Ydee – a positive number
Footnotes:
* Actually it was just ten skeletons
who had better chances than usual since the undead don't need to see
and the party does.
** The obligatory Halloween adventure
which was significantly truncated due to small group size and since
the party's main fighter had to leave early. Alas.
*** Lies.
**** Actually a magic-user's Protection from Good 10' radius spell.
***** In this they were correct.
*** Lies.
**** Actually a magic-user's Protection from Good 10' radius spell.
***** In this they were correct.
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