Tuesday, December 9, 2008
Mysterious Tower
Part I
Sometime before their venture into the underground lava tubes below Cauldron, our heroes had an opportunity to pursue glory and treasure. What follows is this previously untold tale:
After the adventure of the Lucky Monkey, and while Jenya is doing the initial investigation into Triel, the party decides to follow a lead they have and a treasure map taking them to the Mysterious Tower left behind by some crackpot mage and hidden in the wilderness a few days from here.
After an uneventful journey, the party finds the 30-foot tower erected among the ancient ruins of an old keep. The tower appears to shimmer with a blue force field and they notice something flitter between the field and the tower.
As they approach the ruins a trio of giant beetles emerge from their nest and attack the party. Salla is sprayed with some fluid but it has no effect on the stout dwarf. Alastriel quickly sleeps two of the creatures while the third is slain, leaving several easy kills for the group.
The party proceeds to enter the keep but is met with the spector of what they guess is the remains of the old wizard. The apparition appears bound to the tower, but is so frightful that msot of the group is scared off, and forced to retreat into the surrounding woods. Baxtor and Kyladrian seem to be the only ones unaffected and encourage the group onward. Again, the presence of the ghost fills everyone with so much trepidation that they cannot continue into the ruins. It is decided to explore around the perimeter of the fort for an alternative approach to the tower.
A sinkhole is found in one of the corners and Kyladrian moves closer, nearly slipping and falling in. Tossing a rock down the hole, he determines that it is a 40 foot drop down to the bottom. A set of rods have been driven into the hole at various depths, possibly providing a way of getting down.
The party continues its investigation around the keep and encounters another giant beetle, this one with 2 large horns protruding from its nose. Sonja is pierced a few times, but the creature is soon killed. Searching through its nest does not reveal anything of interest.
Nothing else is found so the party once again tries to brave entering the keep through a breach in the wall. This time, all but Salla and Sonja are able to summon the courage to enter. Sonja remains behind and begins to sob. When Alastriel comes back to comfort her, she breaks down and apologizes that she is not able to follow her into the vicinity of the haunted tower.
Meanwhile, Baxtor, Kyladrian, and Serro continue searching around the inside of the keep and they find an open trap door that has not been hidden very well. Bracing themselves for a last push, the group finally manages to get past the walls and descend down a chute into a worked tunnel.
Exploring the underground structure reveals an old armory and a series of archways leading to a caved-in tunnel. There is a space at the top of the pile, and Baxtor is able to see that the tunnel continues further past the blockade. Kyladrian notices a set of tracks that, based on prior experience, he believes belongs to a nasty creature called an otyugh. Leaving the rubble for now, the group explores a prison area, and is beset upon by a creature with 3 legs and 2 tentacles that matches Kyladrian's description of the foul otyugh. The creature is defeated, but not before lashing Kyladrian with its tentacles and biting him with its voracious maw.
The party continues into a tunnel that has been roughly carved into the earth. In one area they encounter 2 of what Sonja calls "owlbears", and in another a mother owlbear protecting her young. Though the first 2 are slain, the mother is left to her nest as the group pushes past into the next room. This area reveals a section of the tower, even at this point surrounded by the blue force field which extends 6 inches beyond the tower.
Back to the rubble, and the top of the pile is cleared out so they can proceed. Next is a large chamber with several coffins, skeletons, wall paintings, and a large statue of an old crone in the middle. Baxtor senses something magic on one of the skeltons and also an evil presence beyond the chamber. He approaches the statue and the coffins jump to life, attacking the party and positioning themselves to block the other two exits. Not long after the strange coffins are destroyed (and after Serro takes a few whacks to the head by a coffin door), skeletons start pouring into the room from the southern exit. Though they are many, they are eventually beaten down. Baxtor's call to his god is of no use, but the other fighters in the group are able to do their share of the work in disassembling the animated corpses.
Searching the room, Baxtor and Alastriel discover that one of the unanimated corpses carried a few magic items (a shortsword and a steel shield), as well as a curious page from what appears to be a journal. The journal has a drawing of a wooden sword and a few quotes about the meek and how you should kneel before them. 4 keys are also found carved from several of the finger bones of the skeletons.
The group passes a room full of several pillars carved into visages of crones kneeling and carrying others on their backs. They enter a room with a statue set into an alcove. The statue depicts an old blind and crippled man. Salla takes the magic sword and approaches the statue, kneeling in front of it (obviously). At that time, a loud click is heard, and everyone save Kyladrian jumps backward. Only Salla (who had knelt) and Alastriel (who has Legolas-like reflexes) is able to avoid the sweep of a swinging blade that arcs across the room. Most are okay, but Sonja is clearly hurting, and she downs 2 of her potions before she can pass out. Not more than 30 seconds later, the statue slowly sinks into the ground, revealing a featureless stone wall behind it.
After exposing the trap that Salla had set off, Kyladrian examines the wall. It is Salla that finally discovers the secret door built into the wall, but no one can determine how to open it. Spending more time exploring this and the adjoining room does not bear fruit. In another unexplored room, the party finds the coffins of the 10 skeletons empty except for a curious wooden statuette placed in each box, which Baxtor takes.
Sunday, November 16, 2008
Descent
Part I
In the morning, Shensen stops by and states that her sponsor offers his thanks in coming to her aid, and she gives the party a pair of Boots of Striding and Leaping. The remainder of the morning is spent splitting the treasure and acquiring supplies (i.e. potions) to continue the search. Asking around at the Slippery Eel reveals a rumor that the Cathedral of Wee Jas may be behind the theft of the wands.
A visit is paid to the largest cathedral in the town, and the party's inquiries is met with cold resistance. Salla starts to cause a disruption by heading toward a place where he is not allowed and this seems to work, as a more senior cleric is brought out. A lady named Selivia answers some of the party's questions, which doesn't appear to help much in the search.
A visit to the Captain does not uncover any additional information, but the captain pays the group for their service during the final ceremony, and tells them that he will try to find soldiers who had served with Triel when she was in the guard.
Back to the bars - Kyladrian, Alastriel, and Serro try to get some information out of the residents at Minuta's Board, a flophouse for those who can't afford a room at a regular inn. Kyladrian's questions, however, raise the ire of a man who suggests that the trio leave. Kyladrian does so, but not before spitting on the ground. This was clearly a mistake, as two larger men grab hold of him and wipe up the floor with his face, and afterward throw him out the door. Serro and Alastriel just stand and watch, then quickly leave before things get even uglier.
Next is the Tipped Tankard, where the group asks to speak with the cook. A man named Artus is brought out, and offers to provide the needed information at midnight at the Lakeside Pavilion, for 300gp. After the group leaves the pub, Kyladrian attempts to tail Artus to see where he goes off to. Unfortunately, he loses him in the alleys of the city. When Kyladrian returns to the front of the tavern, a group of kids brushes past him, and he finds a note deposited in his pocket. The note scolds him for following him, and that the price is now 400gp. Additionally, Kyladrian must now come alone to the meeting.
That night, the group decides to hide and wait in ambush during the meeting, just in case his information is suspect. When Artus comes to meet Kyladrian, he points out that he has seen the hiding places of his associates, but he continues with the deal anyway. He does make it clear that the group will come to regret any action they take against him. Artus says that Triel is associated with a cult called the Ebon Triad, and that they have plans to ransom the wands to the city. They are hiding out in some old ruins in an underground cave. He points out the entrance to the lava tubes on a map. He leaves with the gold but Alastriel brings him down with a sleep spell. Sonja runs over to tie him up, and he is brought to Orak's Bathhouse, where he knocked unconscious and gagged. The group feels some remorse, and leaves an apologetic note with him, explaining that they will rectify matters if his information checks out.
That night, a search is made on the slopes of the volcano for the lava tube entrance. A long winding tunnel opens up onto the ledge of a huge underground tavern, with a lake nearly 100 feet below. A cable car spans the gap between the ledge and a beach at the far side of the cavern. They enter a small building built into the ledge and dispatch of the two inhabitants, but Alastriel inadvertantly sets off an alarm, which sounds around the cavern for a few excrutiating seconds.
The group is ferried down to the beach in three trips. Salla enters the cable operation room on the other end, but sets off a trap that sends the roof down on him. In the side of the cavern a large series of buildings has been carved, with several doors, and the ruins appear to have an alien look to them, several sides showing ancient carvings of a race of fish-like creatures enslaving and tormenting other races, including humans, goblins, and dwarves.
The party enters one of the doors, and proceeds past a large meeting room into a smaller room, which triggers a poison spike trap that gets everyone. Vowing to be more careful, Kyladrian then leads the way, checking for traps. This turns out to be a good idea, because 3 more traps are found, including 2 false floors, and a strange room which brings a large web with bells down in the center. After this trap is intentionally sprung, the group waits for some guards to show up. A quick battle, and the group continues.
They find a barracks where 3 more thugs are resting. After the fight is started, another group of thugs show up, and the battle intensifies. But the outnumbered party eventually succeeds in killing their assailants. Unfortunately, the group is now badly wounded and most of their spells have been depleted.
The Journey Back
Part III
On the way back, the party finds their path blocked by a trio of lions, who have taken to rest on the road. Shensen dismounts and approaches the lions. After speaking with the animals, they trot off and away from the road. Shensen comes back and explains that they had just finished feeding and were resting after the kill.
After returning to Cauldron, the group pays a visit to Jenya. She thanks the Lords of Chaos for recovering the body of Sarcem, and appears to show some emotion before she seems to accept the position of the High Priestess of the Temple of St. Cuthbert. The group is taken to the attending clerics to be healed, and when Jenya returns she is carrying the holy mace that was found on the body of Sarcem. She offers the magic armor, necklace, and ring to the party as a token of thanks. But she does explain that they must still recover the missing wands to claim the original reward.
The group decides to consult the Star of Justice for some clue on how to find Triel. The answer they are given is: "Find the cook where the cup spills forth ale, and information is bought." Before pursuing this lead, the group decides to retire for the night.
Wednesday, November 12, 2008
Coldfinger
The reinforcements arrive too late to prevent Sonja from going down, but 3 of the enemies are eventually slain, and the remaining 2 give up. The door at the end of the hall is found to have a curious brown frost radiating an intense cold; in fact it has warped the door, and 3 additional bodies lay frozen on the floor in front of it. Salla gets the prisoners to break down the door with his axe, and they find inside a cold Shensen, the female drow who resides at the Lucky Monkey as caretaker of the shrine of Farlahngn. Shensen is happy to be rescued and reunited with her friend Alastriel, but is disturbed to hear that the inn is on fire. She notes that the fire can be a deadly combination with the brown mold she splashed on the door.Tuesday, October 21, 2008
The Lucky Monkey
A plot is hatched to assault the kitchen from 3 sides. Alastriel and Sonja are to approach from the skybridge, and the others will come in from the side doors when they hear a fireball go off. Alastriel and Sonja have to creep along the bridge to avoid being seen by the baboons in the courtyard below. Alastriel drinks a potion of Invisibility to help her out. Unfortunately they make some noise as they cross and the monkeys become excited.Avoidance
Tuesday, October 7, 2008
The Flood Festival, Part 2
The next morning is the spear throwing contest, which Baxtor performs terribly at. The competition is won by a tall red-headed female named Sonja, who earns an expertly made spear as a prize. Alastriel sees potential and approaches her about future employment. Sonja expresses interest and explains that she is from a tribe located to the northwest of Cauldron and has been ranging about the area's wilderness for the past couple of years. She agrees to meet the group in a few days, when they epect to head back down to Drakthar's lair.
The final DDTF event is held at the Coy Nixie, and the drink is a very expensive and rare beverage called Unicorn Wine. Asfelkir puts up a good fight, and downs 10 glasses before he concedes, perceiving that Vhalantru hasn't even broken a sweat. So once again, the champion fails to win the challenge against the nobleman and the purse is left unclaimed. After the contest, Vhalantru offers a round of drinks on him. Salla goes to the bar to claim his glass of Unicorn Wine, but is laughed at, and is offered some house wine instead. Furious, the dwarf refuses to drink it and demands service, though he is subsequently ignored. Alastriel eagerly takes Salla's glass and orders another.Sunday, October 5, 2008
The Flood Festival
Day 1
On the first day of the Flood Festival, the party is approached in the common room of the Drunken Morkoth by the four members of the Stormblades; Annah Taskerhill, Cora Lathenmire, Todd Vanderboren, and Zachary Aslaxin II. Annah approaches the table and delivers each member an invitation to the prestigious Demonskar Ball, an annual costume gala that marks the end of the Flood Festival. It is clear that there is no love lost between the two groups, and a few barbs are exchanged before the Stormblades exit the scene.
The Ball is a celebration of the Founders of Cauldron and their victory over the invading Demonskar army. The invites indicate that each of our heroes are to come dressed as a Demon Invader. In addition, Baxtor has received the coveted "horned" invitation, indicating that he is to play a role as the head demon Nabthatoron in the final skit.
Both Baxtor and Salla hastily sign up for the Drink Down the Flood Competition, then the group heads off to Sarleens Silks & Finery to rent their costumes:
- Salla ends up with a small demonic fly outfit with red eyes, long fangs, four torn transparent wings, and green claws
- Serro takes the costume with the bat wings and horned hair band, trident, and green and red face paint
- Baxtor rents the horned head, clawed gloves, black pants, top, and cloak, as well as the Nabthatoron costume
- Alastriel takes the succubus outfit with bat wings, tight low-cut black body suit, small red horns, and red sword
- Kyladrian opts for the horned skeleton suit with stilts and a scythe
After that the group rents out a coach, and signs up for etiquette, dance, and music lessons (for Serro).
In the morning's sport event Baxtor and Salla compete in the hammer throw, but it is won by a man named Morgan. The hammer is huge and heavy, made of iron with a great stone on the end of a 6-foot shaft.
Next a stop at Skie's, where the objects previously dropped off have been identified:
- Quiver of Ehlonna, which can hold 60 arrows, 18 javelins, and 6 bows without weighing any more
- Necklace of Fireballs - 1x6d6, 2x4d6, 2x2d6
- Feather Token - can be used once to deliver a message to a designated target as would a carrier pigeon
- Mail shirt +2
They also drop off a few other items for identification.
In the evening Salla and Baxtor compete in the first round of the Drink Down the Flood (DDTF) competition, hosted at the Tipped Tankard. Salla easily dispatches of his opponent, but Baxtor is not so lucky, and passes out before his competitor does. To everyone's surprise, Asfelkir, the head cleric of the Temple of Lordly Might is competing this year, and he is the early odd's on favorite to win the tournament.
Day 2
The next day is more of the same. Baxtor and Salla compete in the weightlifting games in the morning. Baxtor falters after attempting to lift a lead ingot, but Salla gets farther, failing with the anvil and eventually losing in one of the final rounds.
In the evening Salla squares off against his opponent in the second round of the DDTF, this time held at his home turf, the Drunken Morkoth. There is a small but growing cheering section awaiting him, and they are quite pleased when he wins his way to the next round.
Day 3
The morning's event is the Tug-o-War. Baxtor, Salla, and Kyladrian grab one end of the rope and after a fierce battle, manage to bring their opponents down into the pit of mud. The next round they find themselves pitted against the Stormblades. After a few jibes are exclaimed, the tugging begins and the rope immediately snaps, disqualifying both teams. There are some suspicians as to how this happened, and Salla examines the rope, but no clear evidence of foul play is uncovered.
The 3rd round of the DDTF is held at the Laughing Horse Inn. Salla's following has grown, and traveled. There is much celebration and plenty of money changes hands when Salla again pulls through with a libatious victory.
Day 4
In the morning, Kyladrian, Serro, and Alastriel take their chances at the archery tournament. Kyladrian bows out the first round, and Alastriel makes a run for it, making it to the quarterfinals, but it is little Serro that impresses the crowd, facing off against a grizzled ranger in the final round, and finishing in second place.
It's the 4th round of the DDTF, and Salla faces off against a member of the town guard at the Slippery Eel Tavern. The drink is a dwarven spirit called Firebite, and he holds his ground, drinking his opponent under the table and advancing to the semi finals. Chants of "Salla! Salla!" can be heard through the crowd.
Tuesday, August 5, 2008
Closing the Books on Karnack
Part I
The next day Baxtor is told to come to the temple immediately. Gathering the rest of the group, they arrive to find that Karnack's body has decomposed hideously; his flesh melting and turning black, and infested with maggots. They are informed that the temple plans to burn what is left of his body.
Salla is relieved that they can spend the gold on something else.
Alastriel determines that some of the items they found in Drakthar's lair have magical properties, and they take a trip to Skie's Treasury to drop them off for identification.
More investigation into Drakthar's lair. The group wanders into an octagonal room occupied by a male human and a female half-orc. The woman demands to know who they are and where Drakthar is. Baxtor calmly informs them that they have killed him, so she flies into a rage and rushes at him brandishing her halberd. Between a volley of magic missiles from the human and a vicious swing from the halberd, Baxtor is quickly taken out of commission. The woman then charges out of the room while the mage provides cover with offensive spells, during which time they seem to be bickering. Alastriel fires back with a magic missile but it seems to have no effect. After a bloody series of exchanges which also sidelines Serro, the woman is forced back into the room, and eventually brought down by crossbow fire. Alastriel is able to put the man to sleep, and Salla rushes in to perform the coup de grace. Their bodies are plundered and the group finds a nice set of expertly crafted weapons and some items which they suspect are magical.
They venture back to the temple for more healing.
Stake Through the Heart
15 November , 595
Part II
Serro joins Salla and Alastriel and informs them that the vampire is likely at its most vulnerable if indeed it has retreated to its coffin. With this information, the are able to move the floor piece aside, revealing the resting body of the vampire. Salla fashions a wooden stake by splintering Baxtor's spear, and drives it into the heart of the creature. Salla gruesomely removes the head, as is his custom, and the body is taken to the surface, along with a limping Baxtor, and the body of Karnack.
Baxtor and Karnack are taken by the guards to the Temple of Kord where Baxtor is healed (though still he is not his usual self). He is told that the vampire has drained him of most of his life force, and a Restoration spell must be cast on him twice in order to return him to his normal state. The price is expensive, but affordable. But Karnack, however, will need to raised from the dead to be helped, which is quite costly.
Meanwhile, the rest of the group decides to take the vampire body to the town hall, where a large crowd gathers to see what they are up to. When the crowd learns that they are toting a vampire, a flash of panic ripples through the crowd, but Captain Skellerang addresses the crowd and gets them to disperse. The Captain suggests they take the body to the Cathedral of Wee Jas and return to him when they are finished.
At Wee Jas they meet with Ike Iverson (the second priest in command), who agrees to take the body and dispose of it with the proper procedure. He gives them two flasks of holy water and instructs them to pour it into Drakthar's coffin, thus ensuring the destruction of the unholy site.
Baxtor rejoins the party at the Captain's office and he gives them the reward money up front (2000 gp), extracting a promise from them that they finish off the goblin investigation and make sure that everything is safe. They stop by the jail cell where Kyladrian is being held, but Salla is not quite convinced Kyladrian is back to his old self, and they decide to leave him there a bit longer.
Another expedition under the bath house and the holy water is poured into the coffin. They also plunder the numerous items and treasure that is littered about the room.
The group confers and decides to spend the gold on raising Karnack from the dead. They inform Asfelkir, the head priest at the Temple of Kord, and preparations are made to perform the ceremony the next day.
Tuesday, July 22, 2008
Life Blood
The group decides to rest another day to recover spells and so that Baxtor can create more holy water. On the 15th the group returns to the tunnel and proceeds to the point which they were ambushed before. Instead of crossing a rickety old bridge, they move up the stairs and into a den occupied by a goblin wizard and his pet lizards. The lizards attack with electrical shock and Serro is immobilized before the creatures are brought down. The goblin wizard also proves tough to kill, but his spells and potions are no match for Salla's axe and Baxtor's mace.
Another trio of goblins are encountered, but Alastriel's sleep spell comes in handy again, and they are quickly disposed of.
While Karnack is raiding the corpses, he notices a large heaving wolf in the doorway. The wolf stares at him with blood red eyes. Karnack decides to charge the beast, but it sidesteps him easily and quickly pounces on the rogue. Karnack puts up a struggle but the wolf eventually pins him down and starts sucking blood from his neck. In desperation, Baxtor raises his holy symbol and frightens the unnatural being away, but not before Karnack is left a bloodless corpse, pale, cold, and without any vital signs. The others try numerous things to revive him, from splashing holy water on him, to stuffing his mouth full of garlic and holy wafers, but nothing seems to improve his condition.
With Kyladrian in jail, Serro stunned, and Karnack feared turned into a vampire, the group is down to 3 - Alastriel, Baxtor, and Salla. Pressing on, they enter a room with a large throne blocking a drop-off in the far corner. The throne is made from stretched skins and bone, and comes to life when Salla approaches. Salla takes a beating from the animated chair, but the three of them manage to defeat it and turn it into broken furniture.
Behind the throne is a ladder that leads down into another chasm. On the other side can be seen a similar ladder, and the lantern light gives away the sparkle of coins or metal in the room beyond. Salla, feeling better after being healed by Baxtor, and encouraged by the priest's claim that nothing dangerous lies beyond, climbs down the ladder and begins to cross the cavern. Unfortunately an enormous bat swoops down from the ceiling and attacks the dwarf. Baxtor climbs down to help while Alastriel remains in the throne room shooting arrows at the huge flying rodent. With everyone's help, the bat is slain.
Just then, Alastriel notices that the undead wolf is back. She scurries down the ladder and the 3 scale up the far ladder into the small room beyond. A quick glance around the room reveals piles of coins and a heap of weapons and armor. But there is no time to search the booty because Drakthar has crossed the chasm in the form of a bat, and he assumes his goblinoid form when he reaches the other side. Baxtor immediately casts a spell which makes Alastriel invisible to undead creatures, and she furiously moves about the room in search of something that can help fight the vampire. Meanwhile, Baxtor and Salla fight desperately for their lives, as they realize that they are trapped in this room, with no escape except a 20-foot drop. Salla attacks with his silvered hand-axe but despair sets in when it slips from his grasp and falls into the chasm below. Alastriel meanwhile has found a masterwork spear with a silvered tip. Baxtor takes this and Salla finds Baxtor's old discarded silvered spear. The vampire slams into Baxtor and begins sucking his blood. On the verge of death, the cleric summons strength from some unknown reserve and throws the vampire from his body. Furiously, Drakthar strikes him down and faces Salla. The dwarf, however, thrusts his spear into the wounded body of his opponent, and the vampire disappears into a cloud of mist. This time, however, the mist moves down toward the floor and slips through a crack in the ground.
After a closer look, Salla and Alastriel discover that in the center of the floor is a plate that can be removed, similar to the trap door in another room in a different part of the complex. They speculate that under the floor could be the coffin, or the resting place of the vampire. It is at this time that Serro comes to, and a big decision is upcoming for our heroes. Do they cut their losses and retreat back up to the surface again? Or do they risk their lives and attempt to finish off the vampire once and for all?
Interview with the Vampire
The group decides to rest for the night before venturing back down. The morning of the 13th, they head back down toward the cave portion of the complex when they are ambushed by a large furry goblin with a sallow face and large fangs. It carries a heavy morningstar and a shield with various body parts nailed to it (hands, tongues, etc.). An attempt is made to surround it and beset it but even Salla's most impressive blow seems to have no effect on it. Finally, Salla realizes that the creature could be the vampire they are hunting, in which case, normal weapons would have no effect on it. But it is too late for Kyladrian, who succombs to the gaze of the beast. Kyladrian intercedes with the group and tussles with Baxtor in an attempt to defend his new master. Alastriel casts a spell which puts Kyladrian to sleep and that subdues him. The group does manage to land some blows on the vampire and the silvered weapons and holy water have some damaging effect on it. Suddenly, the beast vanishes in a cloud of mist which drifts away down the tunnel.
Kyladrian is tied up, despite his pleas and is taken up to the surface. Captain Skellerang agrees to keep him in a cell while the group decides what to do with him. After debating whether or not to spend their entire fortune on removing the vampire curse, the group decides to leave him in prison for a few days.
In the meantime, Serro commissions a silvered shortsword, and he and Alastriel stock up on silver arrows.
Friday, July 11, 2008
Ambush
After a few day's break, the party ventures back into the depths under the bathhouse. They discover a fountain of water, which seems drinkable but for the walls and floor around it. At the end of a hallway, they discover the head of the statue of Moradin, which had been removed from the temple. Salla wants to replace it but the task would consume a lot of time, and Salla reluctantly consents to leave it be.
Another room is found to store the bodies of the goblins that had been killed a few days ago. The smell is intense and the group only stays long enough to retrieve a set of bells that had been rigged up to serve as an alarm.
Approaching a ledge overlooking a cavern, they sneak up on a group of the small goblins. They try to lure the creatures into an ambush, but end up locking themselves in a room and fighting their way out, while more of the sneaky ones and skirmishers are called in to attack. Alastriel wisely stays out of harm's way this time, and she remains awake throughout the entire conflict. The goblins are defeated and the group continues into the dark descending cave.
A side passage is taken and the party is assaulted by strange tentacled creatures resembling stalactites. The creatures tend to project a magical darkness that envelops its victims, then drops on their heads, wrapping around their necks to suffocate them. Both Salla and Baxtor are taken by surprise, but once the group figures out how to deal with them, the relatively weak creatures are killed.
Continuing down the main passage the party is ambushed by a trio of goblins firing crossbows. More skirmishers join the fight while a goblin wizard duels with Alastriel. The elf maiden gets the best of him, and he retreats back into the darkness. But the group also has to contend with a goblin wolf rider and its mount who represent formidable opponents. After a long battle in which several in the group are badly wounded, the valiant sextet emerges victorious.
As the heroes lick their wounds, they contemplate their next move...
Horror Stories
The group spends the day researching vampires and preparing for the upcoming confrontation with Drakthar. The blacksmith is commissioned to silver several weapons, and garlic is purchased, along with holy wafers.
Serro and Alastriel find out that vampires have many supernatural abilities, some of which are quite scary.
Baxtor uses his divine ability to create holy water.
Sunday, June 15, 2008
Wednesday, May 28, 2008
The Goblins' Lair
Part II
After healing up at the Temple of Lordly Might, the party returns to the bathhouse. Serro thinks that what they fought were wererats, which leads him to the hunch that this Drakthar bloke could be a supernatural creature, maybe even a vampire. The secret door is opened and they move down a set of stairs into a long corridor. The walls are covered with graffiti and obscene goblin writing. Written on one wall in dried goblin blood are the words: "DRAKTHAR IS DEAD, LONG LIVE DRAKTHAR!"
A square room is explored with small peg holes, from which splintered pieces of wood protrude from. Next the group enters an old dwarven temple, dessecrated by goblin filth and crude drawings. There is a statue of powerful dwarf in front of an altar, but the head has been removed.
The party moves through a room that contains many cots, and into a warehouse filled with boxes and crates. Looking through the aisles of boxes, they are ambushed by pair of goblins, and it is not long before two more goblins join the fight. After the goblins are disposed of, the room is searched and our heros learn that the boxes and crates have all been marked with the emblem of a birdcage. Among the goods are piles of two-handed swords, manacles, food supplies (including ale), costumes, and giant casks of oil.
Moving on, the group is ambushed by a trio of sneaky goblins. Alastriel is able to drop some to a sleep spell, but she is soon marked as a target, as a large spell-casting goblin returns the favor and puts Karnak, Salla, and Alastriel to sleep. Waves of goblins come forth from in front and behind and the group finds itself in quite a spot. Alastriel is revived, only to be dropped again by some acidic arrow spell originating from the spellcaster. The battle rages on and Kyladrian finds himself swarmed by goblins and an attacking wolf. He finally snaps and bursts forth, running for the exit. In the meantime, Salla and Karnak have been dragged away, and Baxtor and Serro find themselves fighting for their lives. The tide turns and the goblin bodies mount up. The ones that are left turn to flee and the pair has enough time to heal Alastriel and get her back on her feet. Fearless, she moves forward in search of her comrades, when a large goblin jumps forward and scorches her with magical flaming hands. Again the elf falls, and Baxtor and Serro get there just in time to see her being dragged into a room. This time it is Baxtor's turn to feel the wrath of the burning hands, and a blow from a spear fells the priest of Kord. All that is left is Serro, up against two of the large goblins. Miraculously, Serro finds the will to perservere, and on the verge of collapse, delivers the final blow to the last goblin adept.
Going in to the room he finds Salla and Karnak tied up and asleep. He wakes them up and together they carry their wounded out of the dungeon. On the way they are ambushed again by a pair of goblins, but these are easily defeated and the group beats a hasty retreat out into the bathhouse.
Meanwhile Kyladrian has escaped to the surface and alerted the guards. They arrive in time to see the party issue forth. The guards run off to tell the captain what has happened.
Back at the temple the group gets some healing, and Baxtor decides to pay off his debt with the priests of Kord (for an earlier service that was given to remove a curse). The party is also met by Captain Skellerang, who is eager to find out what is going on with the invesitgation. Serro tells about the fights and the speculation that they might be going up against a vampire. Skellerang advises them to do some research before they go into battle with such a creature. He has heard that their like cannot be hurt with ordinary weapons. A bag of goblin ears are presented to the captain, and he trades them for gold, as he promised.
Back to the Inn and they decide to turn in for the night.
Wednesday, May 14, 2008
Rats in the Bathhouse
The party rests during the day and uses the afternoon to do some rumor mongering at the Slippery Eel tavern. Silver is spent, but no tangible leads are uncovered. However, Serro finds a note in his pocket that invites him to come alone to the Lakeside Pavillion, where some information will be given to him.
The party sets up a perimeter about the pavillion, and Serro is startled to discover a young plump woman approached him from behind without his notice. She tells the bard that the goblins are originating from Orak's Bathhouse. She disappears quickly and melts into the crowd.
The group heads to the bathhouse and is greeted by a red-haired dwarf with a ruby eyepatch. Salla begins questioning him about the goblins, but the dwarf gets defensive, and refuses service. After some persuasion, he lets the others (except Salla) in to take baths (without their weapons). While Orak is distracted, Alastriel and Kyladrian discover a locked secret door in one of the walls. Sensing an opportunity, Alastriel casts a spell which puts Orak to sleep. Acting quickly, she brings the dwarf into his office and ties him up with towels. Next she hastily explains to the others what happened and motions Salla to come into the bathhouse.
Just at that moment, 4 strange looking figures in dark robes enter the building and try to discern what is going on. Orak bursts forth from his office and orders the figures to attack. They rip off their cloaks to reveal human-shaped forms with rat heads. While the group scrambles to retrieve their weapons (sans clothes), Orak charges Alastriel and cuts her down with one swing of his axe. A melee ensues which lasts several minutes, during which time Baxtor and Kyladrian also fall. Kyladrian collapses into the bathing pool and is rescued by an astute Karnak.
As the rat-men are defeated one by one, Orak retreats into his office. The last remaining ratman bites Salla, then transforms into a rat and scampers off. But a blow from Serro's sword mortally wounds the creature. Salla and Serro then pursue Orak into his office, where he makes a last stand. The dwarf is at a disadvantage without armor, and he is eventually beaten down and killed. His cash box is plundered and his ruby eyepatch is taken.
The town guard arrive not too much later and the trio briefly explain what happened. The guards buy their story and help carry the wounded to the temple.
Drakthar Who?
The party spends the day gathering information on the goblin threat. They learn that goblin activity has been spotted all around the city, but seems to have concentrated in the eastern sector of the city. Some interesting rumors are picked up among the taverns, but none seems to have any bearing on the investigation. Among the rumors they have heard:
- The legendary dragon Hookface has been seen circling about north of town
- Some kobolds were driven from their lairs in the southern part of the city, not too long ago.
Graffiti was found in various parts of the city. Some of the translated phrases read as such:
- "Hail Drakthar, lord of the rats."
- "Drakthar is dead! Long live Drakthar."
- "Drakthar is the fog."
- "As a wolf, Drakthar hunts."
Based on some of these clues, and time spent researching in the Academy's lower stacks, Serro guesses that this Drakthar fellow may be some sort of undead shapechanger.
That night the group decides to split up and patrol the city until morning. One group runs into a city guard patrol, but no goblins are found.
Wednesday, April 16, 2008
Many Thanks
Part I
In the morning the group meets at the Drunken Morkoth Inn, where the barkeeper passes them a note, but not before asking them if they have a name yet. Finding them at a loss for words, he hands over the note, which is a request for audience with Terseon Skellerang, the captian of the town guard. They also learn that Keygan has been arrested and is being brought to trial tomorrow to face possible execution.
Deciding that the best thing to do is to continue the search at this point, the party returns to Keygan's shop to find it guarded by soldiers, who are in the process of bricking up the secret entrance to Jzadirune. At this point they decide to venture to the town hall, where they seek an audience with Skellerang. The captain gives them a writ to take to the guards which will allow them entry into the ruins, but he also has something else which he wants to talk to thim about. It seems that the city is being overrun at night by groups of goblins, which wreak general havoc and are terrorizing the populace. He asks the heroes to locate their lair and offers a bounty of 5gp per goblin ear.
The group returns to the ruins and encounters a small kitchen inhabited by a pair of goblins armed with serving spoons, and a captive human which has been forced to cook gods know what for his captors. The goblins are quickly dispatched and the cook provides useful assitance, leading them to the location of the prison cells. In a room obviously used for torture, the party encounters a woman shackled to a chair. She is in bad shape but is still alive. Karnak frees her from her bonds and she is grateful. Fario's body is also found in this room, and Felian attends to the corpse. In the prison cell they find 4 interesting characters locked up.
The first is a rowdy man named Kryslar Endercott who the party takes an immediate dislike to. He is full of empty boasts and challenges the leadership of the party. Salla challenges him to fisticuffs, and Kryslar ends up on his back, after knocking himself out. Salla leaves the laughable character on the ground as they free the other prisoners.
The next to be freed is a male human named Deven Myrzal, who is almost inconsolable, uttering pleas not to eat him, until Alastriel calms him down with her soothing elven voice. After that is a female named Iruth Mercadi, another nervous wreck who is emboldened by her rescue. In the last cell is found an old crotchety gnome named Jasper Dundlesput. His cell is covered with scrawled numbers, figures, and diagrams, and he is constantly mumbling some pseudo-mathematical nonsense. He first refuses to leave because he needs to "finish his work", but later assents if it will shut them up.
Kryslar comes to and instructs the group to follow him to the exit. Exasperated, Baxtor tails him to see what kind of trouble he stirs up. He ends up leading them to a obscenely decorated bedroom, with all sorts of animal skins, skulls, and bones decorating the scene. Alastriel astutely searches behind a wall hanging and discovers a lever, which is thrown to no effect. The group then leaves, returning to the surface and allowing the guards to help the recovered prisoners back to their homes. Before departing, Coryston again extends her thanks and offers to teach her new spells the next time that she comes to visit. At this point Felian says his goodbye and departs with the dead body of his friend.
Back to the malachite fortress, and Salla convinces the group to explore beyond the locked iron doors. Before that, Baxtor casts a spell to detect evil. Nothing is detected beyond the doors, but the statue in the room does have an evil presence about it, and there is a faint indication back beyond the double doors in the opposite side of the room. The locked iron doors are opened to reveal a bridge spanning a chasm to a large cave on the opposite side. The group explores a bit and finds a tunnel that leads downward into the bowls of the earth. After continuing for 15 minutes, it is decided to turn back and search for more prisoners.
They reenter the forge area where they spot a group of goblins and hobgoblins. Kyladrian makes a bungled attempt at a sneak attack and inadvertantly alerts his prey. An interesting battle ensues in which Salla, the axe specialist, never lands a blow, yet Alastriel, the wizard, makes every one of her bow shots find a target, which includes Salla's back. After several blows are traded, the goblinoids are defeated and the group frees 3 more prisoners from their shackles. One of the goblin surrenders and is rendered unconscious by an overzealous blow from Salla. It is late afternoon and the group heads back out. Before they leave the shop, the guards advise them that they are instructed to start bricking up the entrance by sunrise. The goblin is left with them and they attempt to find Skellerang to ask for more time. Unfortunately, the office is closed and everyone has gone home for the day.
A New Arrival
Part III
That day over lunch a stranger stops by, a spry-looking elf who introduces herself as Alastriel. She explains that she was instructed to meet them by Shensen, the caretaker of a shrine at an inn out of town, and offers her assistance if the group should need it. Felian perks up at the mention of Shensen and is the first to welcome Alastriel to the group.
It is decided to rest for the night to recover spells, then mount another expedition in the morning to recover any remaining prisoners.
Tuesday, March 18, 2008
Life's Bazaar
Part II
The unconscious bodies of Felian, Baxtor, and Serro are dragged back to the surface, and are taken to St. Cuthbert for healing. The coffers of the party are emptied, as the group is healed from the devastating combat.
The group attempts to sell some of the treasures they found at Tygot's Old Things, an antiquity shop run by an old gnome with a large blind dog. The crotchety old Tygot agrees to buy some items but sends the group to the jewelrers to sell off the rest of their valuables.
Next the party pays a visit to Skies' Treasury, a boutique that specializes in the sale of all things of a magical nature. Skie is very talkative, and introduces herself as a former adventurer herself. She offers to identify some items the group has but alas they cannot afford to pay her prices at the moment. A few healing potions are purchased, and it is back to Keygan's shop for a meal, then into the Malachite Fortress.
Arriving at the scene of the former battle, the party notices that all of the dead bodies have been dragged out, including Fario's. Felian is upset at this and insists they follow the trail of blood. Kyladrian sneaks into a room with a large hearth and forge tools. Inside he spots a dwarf, 2 halflings, and 3 goblins toiling away on hammering something. He also notices several hobgoblins standing watch, but they do not spot him.
The group decides that the bodies may have been dragged this way, but they should find a different way around. Another door is opened to reveal a bedroom, occupied by a large shackled chest and 2 fleshy human-shaped blobs, who move towards Salla when he tries to enter. Salla quickly closes the door and the group moves on.
Inside a set of double doors, the group witnesses a bulky five-foot humanoid dressed in black plate mail doing some sort of business with an ashy-skinned dwarf holding a box of coins. The armored fellow is holding a large axe in one hand and the chain of a collared boy in the other. Behind him menaces a large bestial hound with quills protruding from its body. In the back of the room juts a pole, to which 3 other children are tethered to.
The man notices the party as they enter and ask who they are and why did they destroy his hobgoblin army. Once he explains he is trying to conduct a business transaction Baxtor asks how much money he wants for the children, the dwarf-like creature (named Pyllrak) protests but the other man (revealed as Kazmojen) tells them he'll let them go for 450 gold pieces. Baxtor refuses, and Kaz quickly orders his pet Prickles to attack. Howling gleefully, the beast moves forward to charge at Felian, barreling into the cleric and leaving quills sticking from his armor. Kaz pulls out a hand axe and hurls it at the group, while Pyllrak disappears into thin air. During the melee some hear the doors behind them open and close. The battle is long and drawn-out. At some point Serro slashes Kaz across the chest, knocking the wind out of him and allowing others to press the advantage. Unfortunately, Kaz's wounds seem to be closing up on themselves and healing at an uncanny rate. Towards the end, only Salla and Serro are left standing. But Serro delivers a finishing blow to Prickles, and Salla's axe brings the armored fiend to his knees. As Salla and Serro take turns hacking at the body, they are horrified to see it healing before their very eyes. In a fury, Salla uses his axe to hack off the head of Kazmojen, and the body stops repairing itself. The children are heard whimpering in the corner.
As the party is regrouping and tending to its wounds, a large floating orb appears with a giant central eye and gaping mouth, and several other eyes on stalks protruding from the top appears from nowhere and announces its intentions to take Terrem, one of the kidnapped kids. It says that it will return him to the orphanage and they can do with the others as they choose. Baxtor casts a spell and determines that the creature is immensely evil. He communicates this to the group, and Salla picks up a throwing axe and hurls it at the monster. One of the eye stalks shoots a beam of energy at Sallas and a momentary feeling of fear passes over him before he can shake it off. At that moment the floating orb vanishes, along with one of the children.
The other children are returned to the orphange, and the party discovers that prior to their arrival, a veiled woman returned Terrem to the orphange. Baxtor finds this a bit suspicious, but Gretchen, the headmistress is just relieved to have all of the children back safe and sound. A visit is paid to St. Cuthbert, where everyone is healed and Jenya meets with the party. After hearing their story, she rewards them with the promised gold and commends them for the brave job they have done. She also asks if there are still prisoners being held below, and they believe there are still some alive. Felian wants to go back anyway to make another attempt at recovering Fario's body.
The party reequips itself, drops some items off at Skies for identification, and prepares for another underground foray.
Wednesday, March 5, 2008
Hobgoblins!
Part I
The night passes uneventfully, and the room in which they slept is found to hide 2 secret doors. One is opened, leading into a large room dimly lit with glowing braziers. The braziers are carved in the shape of small ovoid creatures, with gaping mouths opened wide at the top, and musky smoke issuing forth. There is also a large statue with black shiny gems for eyes, leaning on a double-handed axe, and looking toward a set of double doors barred shut. The statue is bound with a mass of iron chains, ending in spikes, blades, and sharp hooks. Another set of double doors are seen on the opposite side.
Stepping into the room, Salla is ambushed by a quartet of hobgoblins, each wielding double-handed axes. The group retreats into the previous room, hoping to catch the hobgoblins at a tactical advantage. It doesn't take long to kill off the creatures. At some point, Salla downs the potion in the fungi flask.
Taking a closer look at the statue, Salla believes it to be the likeness of Zenith Splintershield, a legendary dwarf who set off several years back to launch a crusade against the denizens of the Underdark. He has not been heard from since. A debate ensues on which door to explore, the barred door presumed to lead toward this "Underdark", or the opposite door, which Felian reminds the group most likely leads toward their objective, to save the kidnapped children. The unbarred door is chosen.
This leads to a dark room. Baxtor waves his mace noisely around the edge of the door, and an alarm is raised on the other side of the room. A goblin voice shouts "Intruders!" and 2 hobgoblins rush forward, firing arrows into the room with the statue of Zenith. The party rushes forward to engage the hobgoblins, just as 4 more come rushing around the corner to fight. One heads back toward the other side of the room, but Kyladrian bravely charges forward to cut off his escape. It looked like he was going for a lever mounted on the far side of the room. Wave after wave of hobgoblins appear and the group is challenged to kill them at the same rate that they are arriving. During the melee, an axe cleaves through Fario's head, and he is slain. A final quartet of hobbies arrive, this one led by a large one-armed ebon-skinned hobgoblin, barking attack orders to his mates. The battle continues and Baxtor attempts to drag an unconscious Felian into the "Zenith" room, but is cut down by a charging enemy. The party retreats back into the previous room, and attempt to make a last stand against their foes. Serro also goes down to the vicious sowrd of "one-arm" and all that are left are Salla, Karnak, and Kyladrian to match up with 3 opponents. Finally, the trio dispatch of the lackeys and deal "one-arm" several staggering blows. The hobgoblin falls dramatically face first to the ground, spilling blood and teeth at their feet. In the moment that follows there is silence, apart from the heavy breathing of the victors.
The wounded and fallen are dragged into the room, and it is found that only Fario has perished, whereas the rest remain alive but unconscious. In all, they had killed over a score of hobgoblins, but the cost was dear, as one of their greatest warriors had paid the ultimate price.
It is a grim start to the morning.
The Malachite Fortress
Part III
Thinking a bit about how he came to be where he was found, Serro recalls that at some point he had been taken up in an elevator before he was rescued. Retracing their steps, the group returns to the room in which he was found. A thorough search of the room reveals nothing new, but Felian descovers that one of the chests they had opened has a false bottom. Salla investigates further and finds it to contain a fine silver bracelet, 3 citrines, a vial containing a sparkling dusty substance, and an empty bag.
Backing up to the staircase leading to Keygan's shop, the group pursues the secret passageway they had found earlier, and are led to a room containing a wooden platform connected to chains and a series of pulleys. A nearby lever is triggered and the platform descends 200 feet into the depths of the earth. Along the way, the stone walls turn to black malachite; they are certainly in a different part of the ruins now.
At the bottom level, a door opens into a room with 2 hanging iron cages, and a stone sculpture planted in the middle between the cages. The stone figure is amorphously arrayed with sharp appendages protruding outward, ending in shards of crystal. After the first cage is investigated and found to be empty, Baxtor approaches the stone spike. It immediately springs to life and plods toward the priest of Kord. The rest of the group move forward and engage the animated block of stone, breaking off chunks until it no longer moves. Salla makes sure the thing is dead by using his axe to chop it into several tiny pieces.
Not much later, a large brutish humanoid emerges from a door, carrying a large filthy falchion. He takes a look at the heroes and rejoices about having more food for his larder. Waving his sword around viciously, he charges at the party. A fierce melee ensues and many in the group suffer grievous wounds before the ogrish creature is brought down. Salla takes a peek in his "larder" and finds an iron chest among the dung heaps. Inside is 2000 silver pieces, 2 deep green spinel gems, and a flask made from dried fungi containing what Baxtor guesses is a powerful healing potion.
The group decides to camp out for the rest of the evening, keeping watches in the dark.
Wednesday, January 30, 2008
Filling in the Blanks
Part II
Returning to Jzadirune, the party decides to fill in parts of their map that they haven't been to yet. They start with the closed "J" door in the mask room. Nothing there but dusty cots and lockers containing personal effects and uniforms.
Moving on to an unexplored tunnel, the group comes to a wall with rungs leading up to a hole in the ceiling above. Kyladrian peeks his head through and moves just in time to see a rapier slash the air where his head used to be. He srambles back down and the group decides to blind it then attack. Felian casts a light spell on the ceiling of the room above, and Fario and Salla scurry up the ladder to find an empty room. Fario finds a hidden door in one of the walls, and it opens into the room where they rescued Starbrow. This time it is occupied by one of the tall grey creatures and a pair of hobgoblins guarding a bound up halfling. Our heroes strike quickly, cutting down the hobgoblins and corning the other creature, who throws his weapon down and starts yammering in a language unknown to anyone in the group. The person tied up guesses aloud that it sounds like a form of undercommon, a language spoken by creatures who dwell deep below the earth. Salla attempts to wrestle with it to tie it up, but it deftly avoids him and makes a break for the door, jumping through the hole and running down the tunnel. The group decides to let him go, and Baxter shouts a harsh warning after him.
The halfling is unbound and introduces himself as Serro Broadcuff, a minstrel, and one who could provide help for the rescue attempt. He explains that he was taken captive by some of these creatures and forced to live in a cell for the past week in proximity to other prisoners (including some children!). He is given a crossbow and welcomed as a member of the party.
The search continues, and eventually leads to another passage with a hole in the ceiling. This time, more care is taken, and Salla gingerly pokes his head into the room above. This room is filled with the stench of the rotting carcass of a large green worm, and flies buzzing noisily about it. There is also a pile of armor and shields. Serro takes advantage to equip himself with a shirt of mail and a shield, and the walls are searched more throughly. A potential hidden door is found, but neither Kyladrian nor Salla can determine how to open it. The stench of the worm is overbearing and eventually forces the party to discontinue the attempt to open the door.
The party retraces its steps and comes to a room with a cot and chest featuring a lit lantern. Baxter steps into the room and is immediately set upon by a pair of tall "greys", one of them attacking with just its fist (possibly the one that got away earlier). This time, no mercy is shown and the two are slaughtered. In the chest is found some lantern oil, a ceramic bunny mask, a silver ring in the shape of a serpent, and a silver ewer set with gems. The company pockets the loot and heads toward the northern part of the ruins.
The group discovers what they determine to be a classroom, with basic physics equations and formulae still written in faded gnomish upon the chalkboards. A secret door is also found which opens into a room filled with a strange mist. Instead of entering it, the group moves down a different passage, which seems to lead to the same room, from a different side. Salla, Kyladrian, and Fario are roped together and begin to explore the room. The mist is so thick that visibility does not extend more then 5ft in front of them. As they move about the room, Salla is swarmed by a group of large centipedes - one of them crawls up onto his foot and bites him, its poison having an immediate effect. Despite the setback, Salla and Kyladrian easily hack apart the insects, their green ichor splatting on the floor. Continuing onward, Kyladrian and Fario map out the rest of the room, finding nothing of interest except a nondescript lectern and a ladder propped against some shelving.
Wednesday, January 9, 2008
A Furry Reunion
Part I
The next day the party continues to rest until the following evening. Some valuables found in the ruins are hawked, and the group uses the services of the Temple of Lordly Might to heal wounds and purchase potions of healing.
Another foray into the ruins is in order, and they decide to investigate the forested room. Amidst the sound of chirping birds and flitting butterflies, Kyladrian tries to carve his initials into one of the trees, and Fario rips a leaf, but neither of these actions seem to have any effect. The group begins to guess that some magic is afoot here, but is not quite sure what is going on. Leaving from a circular door with a "D", the party enters a room containing a caged rat. Indeed the creature matches the appearance of the one lost by Keygan, several weeks ago! The rat squeaks excitedly and is immediately taken back to the surface, along with an empty gray sack found in one of the chests.
Keygan is overjoyed to be reunited with his companion, and thanks the adventurers profusely. He listens distractedly to Karnak's tale of how they found them, but finds it hard to concentrate among all the excitement. The group is pleased at their accomplishment, as this is the first objective they have been able to complete in several hard days of exploring.
Eager to continue their search for the missing children, the heroes ponder their next move, and the danger in Jzadirune awaits...
Creepy Crawlies
Part III
That night, the group decides to venture back into the underground ruins. Listening at the 'A' door in the mask room, Baxter thinks he hears some soft rustling noise in the room beyond. Kyladrian takes the torch and waves it menacingly in the room, trying to reach whatever he imagines is on the other side of the wall. This surprisingly has some effect, as two creatures are flushed from the room, and escape down the two smaller corridors exiting the room. The group summons up the courage to investigate the room.
One of the corridors is explored and leads to a rectangular room that is seemingly empty. This proves not to be the case, as a shout is heard and a smallish creature with dark hooves darts out of the room in an opposite hallway. Moments later, an ear-piercing shriek is let out, and the most of the group is stunned, not knowing what hit them. Baxter is at the front and takes some tremendous blows from a pair of spiked wedges that seem to come from thin air and disappear. Baxter goes down and the group tries to retreat, but not before Salla and Felian both take on the brunt of the attack. As the party retreats backward, a lobster-shaped automaton emerges from thin air and follows the group up to the small corrider they came through. The machine cannot squeeze into the tunnel and vanishes again when faced with arrows shot from Fario's bow.
Needing healing, the group looks for a good place to hunker down. They come across a very strange room with four trees sprouting from a grassy floor, with all the feel and appearance of an outdoor scene. Branches and leaves form the ceiling and the walls are made of brambles and bushes. Not trusting what they are seeing, the group continues down the hallway until they reach a kitchen with two great hearths. As the clerics of the group are administering healing, two of the hoofed creatures sneak out of the fireplaces and attempt to ambush the group. Both Salla and Fario make quick work of the little creatures. Kyladrian investigates a rickety cabinet and jumps back just in time as the cabinet comes crashing down, smashing its contents onto the floor. In the rubble, a key is found that looks like it may fit the "Z" doors.
Passing through a smashed up dining room, our heroes encounter a blue-tiled room with a water fountain pouring into a pool. Above the pool a man-sized cocoon is suspended, held in place by copious webs dangling from the ceiling. Kyladrian investigates and is about to set fire to the webs when a large spider quickly descends and moves toward him. A fierce battle rages on and the group is beset by two other smaller arachnids. Salla is bitten several times and falls unconscious to the ground. Before the spiders are defeated, both the dwarf and Kyladrian are inflicted with the poisonous spider venom. Acting spontaneously, Kyladrian holds a torch to the webs and in seconds the entire ceiling is on fire, smoke clouding the room and choking the inhabitants. Salla is dragged out of the room and the group finds comfort in the large area with the dancing lights. After a anti-poison and healing potions are administered, the victims are revived, and it is decided that a trip back to the surface is in order to rest and recuperate.