Tuesday, August 11, 2009
The Shrine of Bhal-Hamatugn
After several more hours of travelling, the Lords of Chaos happen upon a large cavern featuring a large lake protecting a fishlike structure. As the party descends down upon the beach, a canoe appears out of the mist, driven by a froglike creature armed with a shortspear and a paddle. Not sure whether to attack him or jump in his boat, the party stands stunned. After some unsuccessful attempts at conversation in common, Symon suggests that he try in the Undercommon tongue. Many eyebrows are raised that the young apprentice would know such an obscure language.
After a short conversation, Symon explains that the creature is a kuo-toa and is offering to ferry them across the lake. The kuo-toa speaks cryptically, though, with numerous references to the "darkness." The creature seems to know about Zenith, but not much coherent information can be gathered from it.
The party departs the boat and approaches the shrine, a long staircase ascending into the maw of the fish. About halfway up, the heroes are met by crossbow fire originating from inside the eyes of the fish above. Before they can reach the portal, several kuo-toa leap from the eyes and land on Baxtor and Alfir. The creatures take a lot of damage in the fall, and are not much trouble after that. Moving into the entry chamber, the group hears movement from beyond a tapestry to the left. As they approach, several more kuo-toa guards rush forth with weapons ready. Alfir is quickly taken out of the fight (seemingly a recurring theme) but the guards are overpowered. In the room beyond the party discovers a mound of dung and what appears to be the resting quarters of the guard. A stairway leads to the now empty outposts that served as the eyes of the fish.
On the other side of the entry way is a series of cells, but that way is closed off by a portcullis. A lever is located on the inside of the gate, which presumably opens the portcullis. Some attempts are made at pulling the lever, but it is just out of reach. The other doors in the room are a set of granite double doors engraved with a zig-zag pattern. Alastriel tries to open these but she triggers a trap which emanates a blast of sound. She goes down hard but Baxtor is quick to administer aid and revive the spell-caster.
Symon bravely attempts to open the door again and eventually the group finds themselves in a large chamber dominated by a 70-foot high statue of a lobster-shaped woman. 4 larger kuo-toa are positioned about the room, engaged in some chanting ritual. They party charges into the room, and almost immediately a blue winged female wielding a flaming longbow appears in front of the statue and flies toward them. Not long after that, a lightning bolt is channeled from the kuo-toa and the statue, and zaps through half of the group. Alfir goes down again. Kyladrian sneaks down the stairs and attempts a sneak attack on one of the kuo-toa priests, while the rest of the group flings spells and ranged weapons at the she-devil, who has flown to the ceiling, firing her bow. Baxtor succeeds in casting a hold spell at the female outsider, and she drops a great height to the ground, killing herself on the stairs. The combat ensues, and more kuo-toa guards arrive to shoot crossbow bolts from the upper balcony. Various members of the party suspects that there is some sort of magical protection that is preventing some of their attacks from hurting the creatures in the room. Danielle and Alastriel utilize their flaming sphere spells to harm the priests as they continue to hurl lightning bolts and cast spells. As each priest is killed, the lightning bolt seems less effective. Finally, the battle is won, but not after taking a toll on the party, and burning through valuable spells.
Alfir is revived again, and he claims the flaming longbow left by the summoned devil. The other bodies are looted and there is talk about resting here. The general consensus is that the statue makes everyone very uneasy and it would not be very restful here.
Creepy crawlies
Part II
Pressing onward, the party ventures into the fissure at the bottom of the pit. Traveling for several hours down a dark, sloping tunnel, they encounter a party of drow, who await in ambush. Alastriel's sleep spell downs a few, while the party's melee fighters finish the job. One tries to crawl away, mortally wounded. Serro speaks to her in elvish, but is met with a nasty response in an unintelligible language. He then ends her life with a stab of his magical wooden sword. Alastriel executes the sleepers, and has no qualms with this, as these creatures are bitter enemies of the elves.
After traveling for many hours, the group sets down to get some rest and recover spells. The going has been slow and not much progress has been made, as the terrain is rough. A lantern is left on for the watch. During Symon's watch, Alastriel, Baxtor, and Kyladrian awake to find themselves being attacked by a long tentacled creature. During the combat, Alastriel is dragged away, but is rescued by the fighters.
Wednesday, July 1, 2009
Pit of the Seven Jaws
Part I
The next day the party sets out for the fissure and takes Sonja's dead body with them. After a 20-mile journey, they come to a large pit with a metal staircase that descends spirally downward for 60 feet.
A cairn is constructed on one of the landings for Sonja, and the party continues downward. At the next landing, Kyladrian is attacked by the frozen breath of a hydra, which was waiting in ambush. The 7-headed creature manages to take out much of the party, with Serro, Kyladrian and Alfir going down at various points. However, it is the constant volley of magic missiles and flaming sphere spells from the spell-casters that save the day. In the end, they are left with a burning corpse of a hydra. A body of a dead drow is found in one of the pit corners, and the party raids it of its valuable equipment.
Knights of Anduria
After breaking camp the next morning the group continues onward. As the landscape gets more mountainous they pass a family of gorillas, which do not give them any trouble. However, a few hours later, they quickly take hiding places before a giant comes jogging down the path. The giant stops on the trail and kills one of the abandoned horses, then looks around for a trap. It discovers Alfir and Gunleif hiding behind a rock and starts to attack. However, Baxtor puts it to sleep, giving the rest of the group precious time to hammer the giant with its full arsenal. The giant is slain before it can even land a blow. The group debates whether or not to look for its lair, but in the end, it is decided to press onward toward the location of the Underdark entrance.
Toward the end of the day, the party spots a bright flash over a hill, and arrive in time to see a red dragon burning down a straw hut with its fiery breath. A wide-eyed old man sees the heroes and runs toward them, encouraging them to defend him, shouting, "Onward, my knights of Anduria!" Then man is clearly demented but Sonja bravely moves in front to protect him. The red dragon turns its attention to the party and rains fiery death down upon Gunleif, who departs this world as a pile of ashes. After sensing a threat from Alastriel, it bears down upon her, scratching its claws in her face. The rest of the group does everything it can to bring down the wyrm, and Alastriel in desperation casts darkness on the creature. This seems to do the trick, and the dragon flies away in retreat. But not before it lets out one final blast of fire, which hits Sonja squarely. When the fight is over Sonja's body is burned; intact, but clearly dead.
The insane man is known as Crazy Jared and babbles on about how he is going to rebuild his "castle." But, he does seem to know how to get to the Underdark entrance, and even draws a map for the group.
An Orc Encounter
The Lords of Chaos gather what they need for the trip and prepare the horses. At first, Alastriel decides that Symon is going to stay behind in Cauldron, but he convinces her to take him along. She spends the remainder of the day finishing teaching him magic missile.
The next morning they are off in the direction of the mountains north of Cauldron. Several hours into the journey Danielle's falcon indicates danger ahead. Sonja ranges ahead and reports a group of 8 orcs preparing to break camp. The party decides to attack the orcs, running into battle with guns blazing. The orcs hear their approach and are ready for them, but it takes less than a minute for the group to overwhelm the goblinoids and decimate the war party. Their bodies are raided and the Lords of Chaos move on, leaving chaos in their wake.
The Cusp of Sunrise
4 March, 596
The previous night, the party receives a personal invitation from Celeste to attend a dinner party at the Cusp of Sunrise, an exclusive dinner club for nobles. She won't explain what this is in regards to, but she does promise a profitable proposition will be made.
The next day, our heroes do some shopping, buying some fine clothes so they will not stick out at the Cusp. Alastriel spends the day teaching Symon a spell (magic missile). She discovers that the boy has an attention span problem, and it takes him longer than usual to learn what she teaches him. Meanwhile, Kyladrian join the Thorsen cousins in an early start at the bar.
That evening, Serro, Baxtor, Sonja, Alastriel, and Danielle attend the party, and are shown in to the building. Alastriel,. Danielle and Serro lose themselves in the library, where many historical books on Cauldron can be found. Baxtor sits at the bar and has a brief chat with Vhalantru, while Sonja observes the dice game at the gambling tables.
Celeste eventually arrives and takes them into a conference room where they meet an old decrepit dwarf named Davked Splintershield. Davked offers the party a small fortune to venture into the Underdark and find his son Zenith, returning him so that he can make ammends before his death. Davked has found through divinations that his son is being held prisoner in a kuo-toa prison named Bhal-Hamatugn. The party agrees to seek out the captured dwarf and return him to Cauldron.
Tuesday, June 30, 2009
Hulk Smash
There have been some changes in the makeup of the group:
- Salla has left to find his relations in his homeland and has left the group permanently.
- Sonja went on a leave of absence during the break, but has returned. However, something has clearly happened to her, as she will not look Alastriel in the eye.
- Serro has returned from trip to the Lucky Monkey accompanied by a new member of the Lords of Chaos: Danielle the Dandelion - a druid from a nearby grove.
- Alastriel has taken on an assitant, a dropout from the Bluecrater Academy. His name is Symon Deadwood.
- Two hirelings have been added to the ranks of the L.O.C. Alfir and Gunleif, Ivinian cousins come to Cauldron in hope of winning fortune and glory.
Today, after an afternoon performance by Serro at the Slippery Eel Tavern, the party witnesses the emergence of a large creature from one of Maavu's warehouses. The bug-like beast lumbers through the crowds on the street, seemingly bent on causing massive destruction to the buildings in the area. To make matters worse, those who come under the gaze of the creature become confused and forget what they were doing.
The Lords of Chaos attempt to defeat the monster, averting their eyes when possible to avoid being confused. They are aided at various points by the city watch. At one point, Alfir saves a baby which fell from a window in the top floor of the inn. Kyladrian is confused during most of the battle and manages to build a campfire fire from scratch in the middle of the bedlam.
Just before the creature is vanquished, a group of gnomes show up and begin casting spells. However, the job is nearly done at this point and it's just mop up work from here. The gnomes are part of an organization called the Magical Threats Agency. After more of the guard shows up to take care of cordoning off the area, the party does a bit more investigation in the area around where the creature bursted from the ground. There is some evidence of runes on the ground in the wreckage, possibly indicating a summoning circle, but it's impossible to know for sure.
The party is told that they will be contacted later if their assistance is needed.
Thursday, April 23, 2009
The Demonskar Ball
The day of the ball arrives. Serro wakes up fully recovered from his sickness. However, Baxtor is still ailing and seems to be getting worse and worse. He decides to seek out a cure from the temple, but the marks and lesions from the disease are still apparent, even when the blight is removed. Fortunately, the skin disfigurements go well with the demon costume he has chosen for the party, and no one will notice. Alastriel attempts to cram in some last minute etiquette training and gets an offer from a serving wench named Molly to teach her everything she knows for 2 coppers. Alastriel passes but gives her the money anyway.
The party is picked up by their coach and taken to the gala at the Coy Nixie. Sonja dresses as Alastriel's servant, and is admitted to the event without a ticket. She is continuously mistaken for a servant throughout the rest of the evening.
To start the evening, the Lords of Chaos mingle a bit with the guests. Lord Vhalantru is amiable and introduces them to a noble visiting from Sasserine, the beautiful Celeste. They converse about the dilemma of funding in the city, and why the city is hard pressed to both spend money to repair damages from recent events and equip the town guard at the same time. Vhalantru also talks about what the party can expect from the evening, and warns them to watch out for the Stormblades, as they seem to have grown jealous from the group's rising popularity.
Serro starts up a conversation with Izzy Brambleshade, the reporter for the Cauldron Chronicle. She conducts a quick interview on the spot, and asks some very pointed questions about some of the dangers they may have left unattended in the city. She ends with asking which member of the Stormblades has inspired them the most, to which they simply answer: none.
The party files into the ballroom and gets to meet the patrons. The hosts of the party, Lady Margaret and Lord Zachary Aslaxin I seem enthused to meet the heroes, but their enthusiasm seems a bit tempered when their guests fail to use the correct protocol in greeting the hosts. Zachary II is there to gloat and take the opportunity to bad mouth the party.
Lord Mayor Severen Navalant is offended as the party corrects him when he thanks them for their help assisting the town guard with their rescue of the missing children and retrieving the wands. He implies that they should move on to a different city now that they have made Cauldron safe. So far, not a very good impression with the nobles.
Embril Aloustinai is the High Priestess of Wee Jas, and she compliments the party, flirting a bit with Serro.
Asfelkir Hranleurt, the head of the Temple of Lordly Might, appears to ridicule Baxtor and compare him to his new favorite cleric, Zachary Aslaxin II. Then he laughs and slaps Baxtor on the back. The warrior priest is not sure what to think of this exchange, though it does seem that he has been avoiding his god's temple of late, preferring to frequent the Temple of St. Cuthbert instead.
Lord Alek Tercival is a paladin of St. Cuthbert, and expresses regret that he was not able to help the Lords of Chaos save Sarcem and retrieve the wands. He expresses his admiration of Jenya, and how she took command dutifully. He and Serro seem to hit it off pretty well.
Next is the Song of Heaven dance, in which Serro competes against Annah Taskerhill for the honor of portraying Nidrama in the final dance of the evening. The song is very difficult, and both performers have some trouble getting through it without making mistakes. There is a playoff, and Annah is deemed the winner by Professor Palendor, though it is not clear that she performed that much better than Serro.
In the meantime, the guests participate in a simple dance designed to help the guests mingle with each other. Kyladrian somehow trips and leaves the dance ring in anger, infuriating his temporary dance partner. Cora Lathenmire gets in on the action, stepping on Sonja's robe and ripping it clear off. Sonja runs out in embarrassment and Alastriel has to talk her into going back in.
The next event is Kozomagon's Folly. The dancers are partnered up and attempt to perform the difficult dance. Essentially, everyone in the party blunders through the dance and makes a fool out of themselves, with the exception of Alastriel. Unfortunately, she chooses Asfelkir for a partner, who seems to have two left feet. Needless to say, none of the Lords of Chaos end up as the honorary title of Mayor of the Haunted Village for this dance competition.
The party finds their assigned seats at a table shared with several other quirky guests. Bolar Westkey is a gnome who owns the Map Emporium. He makes friends with Serro when the two share fond memories of Keygan. He also seems to be interested in hearing about their relationship with Skie. Dalam Bandershield is a half-orc who starts out the night with very polished and refined manners, but seems to get more uncouth as the night gets on and he drinks more. Geneth Taliwar is an old dwarf who supplies the Aslaxins with art and furniture. He seems to warm up to Kyladrian when the two share their disklike of the Last Laugh. Votimax Weer is an retired wizard who now is obsessed with alchemy. He is dismissive of the group and even insults Alastriel by implying that she could never possibly understand alchemy being that she is a femalel. Finally, Gwendolyn and Sebastian Bradly-Dipinshire are pompous nobles related to Margaret Aslaxin. They critique and harp on every etiquette-related mistake the group makes. And there is certainly enough ammunition for them during the evening (with the exception of Baxtor who is the only one who appears to have learned anything from the few etiquette lessons he took).
After the dips are served, a toast is made (a drink called the Bubbling Cauldron, which is very alcoholic) by Zachary Aslaxin I to the heroes of Cauldron, both the Stormblades, and the Lords of Chaos. The second course is soup, and the tables are given 10 minutes to solve 10 riddles. Unfortunately, our heroes' table is not able to solve enough to win the contest.
The main course is brought out, a gigantic roast pig carried by 6 six servants. One of the servants collapses under the weight, but the platter is caught by Alek Tercival, who saves the day by carrying the entire plate by himself over to the serving table. Dalam claims that he could have done that easily, and challenges anyone at the table to a contest of strength. He leaves the table but comes back, realizing that noone is following him. He simmers and complains about the weaklings at the table.
Dessert is brought out, and while it is being served, the Stormblades come over to taunt the party. They leave soon enough, but after the pie is eaten, the entire table starts to feel a bit sick and not so mobile. Lady Aslaxin serves the guest with her special Crator Cake. Dalam explains that it made him sick last year, and the rest of the nobles and merchants at the table agree that it was not so good. But they eat it anyway, and it turns out to be pretty good. Lady Aslaxin comes by to see how people enjoyed it, and Dalam uses the opportunity to start a bragging competition with Vortimax the wizard in front of the host. Lady Aslaxin is amused and declares Dalam the winner.
After dinner is the Clash of the Armies, a dance in which each participant attempts to trip up their partner in a series of dance moves. Each of the Lords of Chaos is paired up with a Stormblade, except for Serro, who dances with Izzy. Serro easily wins over Izzy, after mesmerizing her with his voice. Annah Taskerhill does the same to triumph over Kyladrian. Zachary appears to let Sonja take him down a few times. Cora gets the best of Salla, and Todd has the slight edge over Alastriel, though she attempts to charm him with a spell during the dance.
The final dance involves Baxtor, disguised as the head demon Nabthataron, and Lord Aslaxin, who portrays the founder of Cauldron, Sundabar Spellmason. The two engage in a complicated series of dance moves (which Baxtor totally bungles) and act out the battle between the demon and the warrior wizard. As Nabathataron closes in for the win, Annah appears (dressed as the angel Nidrama) and presents Alakast to Sundabar, the legendary staff which helped to defeat the demonic hordes and lead him to victory. The battle is played out and Nabthataron is defeated, to the applause of the guests. After the dance, Baxtor's identity is revealed and he is given a cordial applause, despite his awkward performance.
Afterward the Lord Mayor says a few words in closing the ball, and presents both the Stormblades and the Lords of Chaos with the Star of Valor, medals of high prestige given to important heroes of Cauldron.
The guests disperse and the Demonskar Ball comes to an end.
Down time
As the party takes a few days to recuperate before the ball, Baxtor and Serro discover that they've contracted some disease from fighting in the ruins. Alastriel studies some of the scrolls she found in the complex and learns that the ruins were inhabited by an ancient cruel race called the kopru. She reads a little about the history of the kopru influence in the region.
Wednesday, April 1, 2009
The Heroes of Cauldron Triumphant
The next day the group prepares for a final descent into the ruins. The books are taken to a bookseller and he is asked to commission a sale for the rare tomes. Some other quick items are taken care of, and then it's back down to find one more wand.
The party approaches the cavern with the zombies, and Baxtor casts a silence spell amongst them, which proves in the end to be beneficial. After a fire sphere from Alastriel, the zombies are provoked to attack. Salla and Alastriel jump first into melee, while Alastriel and Serro provide the artillery. As they move closer into combat, they notice an undead-ish gnoll in the cavern beyond, doing some sort of spell-casting.
When a few of the zombies drop, the gnoll springs into action, first attacking Baxtor, and then Serro. Baxtor tries to turn him unsuccessfully. Alastriel's offensive spells have an effect on the creature, but poor Salla cannot damage him with his axe. Serro, on the otherhand, has some success. But the little guy is paying the price as he is hit with blow after blow from a spiked chain wired into the decayed flesh of the gnoll's arm. Sonja bravely hacks away at the remaining zombies, who grope at her mindlessly, intent on devouring her brains.
Serro's sword ends the unlife of the creature, and the unholy aura of the room is eradicated. Moving to the next room, the group finds another of the wands.
Taking the wand out of the ruins and to the temple of Cuthbert, Jenya greets them with eager anticipation. She asks Baxtor if he will take the wand and immediately join the other clerics in attempting to stave off the flood. Working through the night, the ‘tide’ is finally turned, and the flooding waters begin to recede back into the lake and the dormant volcano below.
After the ordeal is over, Jenya thanks the party whole-heartedly and reminds them that they have saved many lives in the city and prevented several businesses from suffering great damage. She hands over 2000gp (after the 3000gp reduction from resurrecting Salla) and has her acolytes provide any healing that anyone needs free of charge.
After getting a good night’s sleep the Lords of Chaos wake up as heroes and realize that the Demonskar Ball is planned to take place in 2 day's night. Time to take it easy for a while...
Spider Assault
The next day, after some healing, Salla is able to rejoin the party down in the ruins. The first stop is revisiting the halfling's quarters, where they discover an arcane scroll, and remove some valuable books. Alastriel also takes some old scrolls describing the history of the ruins, which she intends to review later.
Braving the spiders' lair, the party is beset upon by strange apelike creatures with long claws. The members of the party find themselves getting stuck in the webbing about the room while they are fighting, but the monsters aren't affected. The creatures seem to be fond of grabbing hold of our heroes and tearing into them with their claws, and even are able to shoot out webbing to ensnare various members of the party.
In the next cavern Sonja and Alastriel find themselves cut off from the rest of the party after another one of these creatures threw a web between them. Meanwhile, a huge spider with shooting harpoons attacks the rest of the group. Baxtor and Kyladrian are speared, but they manage to avoid being dragged toward the foul beast. After a long battle, Kyladrian finds the underbelly of the spider, while Serro finishes off the other creature. Baxtor feels a bit sluggish after being bit. Searching the cave, they find a webbed sac full of money and other goodies, including one of the water control wands.
While they are searching 4 medium-sized spiders sneak into the room and attack the party. Kyladrian is paralyzed by a poisonous bite, but otherwise the spiders are burnt or skewered. Moving out of the room, they are met by 2 more larger spiders. A volley of magic missles from Alastriel's super-scroll slays one instantly, and the other is taken care of by the rest of the party, and finished off by a stab from Sonja's blade.
In another cavern the party finds yet another hidden sac with even more treasure. At this point it is decided to return to the surface to recover. Kyladrian is cured and Baxtor is told that a good night's rest should help him. The discovered wand is handed over to the High Priestess. A visit is paid to Skie's and she is excited to break the news that the Lords of Chaos are now among her "premium" customers. She shows them a magic rune with their name that has been added to her storefront, and offers an additional 10% discount on items bought and sold. She agrees to identify the magic items that are brought to her.
Kidnapped!
Part II
After delivering Salla, the group first stops by the bathhouse to check on Artus. They find him long since gone, having left a written reponse to their note saying, "Think nothing of it. No hard feelings, eh?" Not believing this, they then decide to investigate the name Skaven Umbermead, whom they determined was the halfling wizard in the ruins who iced Salla. The captain of the town guard is able to give a tip, that Skaven may be associated with one of the underworld organizations in Cauldron.
Kyladrian decides to check his old contacts in the Alleybashers while the rest of the group does some library work, which proves fruitless. During a romp between taverns, Kyladrian finds himself alone in an alley, surrounded by 5 thugs, each with their faces painted half black, half white (ala the Last Laugh). They quickly overcome him and tie him up, leaving him in Orak's Bathhouse (reminiscent of how Artus was treated). When Kyladrian is able to escape he finds that both his light crossbow and the crossbow of frost (which he borrowed from Salla) have been taken by the thieves.
Dejected, he returns to his friends, who are relieved to see him alive.
Sunday, March 8, 2009
A Dinosaur, Some Zombies, a Water Elemental, and a Dead Dwarf
27 November, 595
The next morning the party finds an entrance to some caves in the Northeastern part of the complex. Kyladrian gets hit by a sonic blast and it knocks him out. After some healing, Salla moves forward and spots a couple of large figures swaying to and fro in the next cavern. The party moves forward but is hit by another sonic blast. The creatures in the next room are zombified ogres, who attack them on sight. The party messily disposes of the undead creatures and moves on.
The next room has a large rectangular slab made out of black stone. Salla approaches and is met with a pair of hideous humanoid creatures with worms coming out of their eyes. Sonja rushes in to attack but is horrified and runs away screaming. Baxtor calls upon his god and turns the creatures, who begin cowering in the back of the room. This gives the rest of the group time to destroy the miserable monsters. After this, the stone slab is investigated, but nothing can be made of it.
The next room houses an animated tyrannosaurus rex skeleton. Baxtor again turns the undead dinosaur, and it moves to the back of the room, allowing brave Serro to run in and hack at it with his magical wooden sword. Eventually, the skeleton is dismantled, but the bones fall down on Serro, causing a large lump on his head.
The heroes stumble over a large pile of rocks and can seee that the next roomis filled with human zombies. They decide to go a different way.
Back to the rooms that were locked before. Now, with Triel's keys, they discover the two armories. Salla forces open another door to reveal a small study with several books and writings. Approaching the shelf, Serro's path is blocked by a creature made of water, which arises from a puddle on the ground. Alastriel moves toward an open suitcase but is stopped by a loud shout which shatters her eardrums and leaves her deaf. The water elemental slams into her and she careens to the floor. Materializing by the desk is a mean-looking wizard halfling. Sonja moves in to attack, but is smacked by the water elemental, knocking her to the ground as well. Salla attacks but is hit with a volley of magic missiles from the halfling, slaying the poor dwarf. All that are left are Baxtor and Kyladrian. The assassin engages the wizard, while the cleric fights the planar entity. The halfling, unable to cast spells in melee, walks up the wall like a spider, and gulps down a potion which turns him into a cloud of vapor. The gaseous form leaves the room and eventually the underground ruins. Baxtor is able to defeat the water creature.
Serro is revived and another wand of water control is found in the suitcase. Baxtor forces open another door, which is trapped with an electrical jolt. The next room is a bed room, and the bookshelves are searched in detail. Baxtor gets shocked again, but this time a hidden compartment is revealed with another wand and a wizard's spellbook.
The wounded are dragged back up to the surface, and brought to the Temple of St. Cuthbert. Jenya agrees to resurrect Salla and deducts a portion of their future reward in exchange for the service. Salla is up but needs to rest until the next day. The rest of the group gets healed as well before heading back to the ruins to recover the remainder of the wands. In the meantime, the clerics of St. Cuthbert get to work on lowering the flood waters with the wands that have already been recovered.
The Battle with Triel
Part III
After the fire burns down, the party investigates the spider-webbed room a bit and finds that the webs in the back tunnel did not burn so easily. The webs there are newer and moister, and very soft underfoot. They decide against going into a possible spider lair, thinking that the wands likely will not be found there.
They instead head back to the other side of the complex, but are ambushed by several bowmen crouched behind overturned tables. These men meet their deaths before two long. Exploring further, the group encounters a set of six hillfolk, who seem ready for action. 2 of them run off in the opposite direction, while the other two fight viciously against the front of the party. Not much later, a door in the hallway opens and 4 more Alleybashers begin attacking the middle of the party, including Triel, who seems to be casting defensive spells. Alastriel tosses a fireball bead into the room, but misjudges her throw and catches Baxtor in the area of effect. Sonja rushes in to engage the rogues, while Baxtor cleverly casts a Silence spell on Triel. The battle is a long one, with both Serro and Kyladrian severely wounded before it ends. Alastriel and Sonja finally finish off Triel, while the other guards are defeated by Salla and Baxtor. On the body of Triel and in her room are recovered some keys, magical equipement, and 3 of the wands of water control.
After this, the party decides to rest in one of the abandoned rooms, setting watches. It's not long before they are attacked from two sides by guardsmen. The men are defeated and the party finishes its rest through the night in peace.
Wednesday, February 11, 2009
The Cringing Frog-Man
Part II
Suddenly finding themselves armed with powerful magic weapons and items, and in a little bit better shape ;), the party presses onward!
A locked door is left unexplored.
After finding and opening a series of secret doors, Salla comes upon 2 men standing guard in front of the arrow slits that Kyladrian had seen from the other side. One of them is quite feisty and stabs Serro several times before they both fall. Their bodies are quickly looted and left to rot in the accursed ruins.
Another secret door and a passage leads to a huge chamber. Kyladrian enters and determines that it used to be a workshop used to create magical items. He believes there is something lurking in the far corner of the room. The rest of the party enters and discovers a hideous human-shaped creature with a frog-head, with a mouth full of razor sharp teeth. It seems to be cowering against a wall. The group tries to establish communication with it, and Alastriel goes through her wealth of languages to attempt to speak with it, albeit unsuccessfully. The group approaches and tries to surround it, but it jumps up and lets out a piercing sonic scream, which knocks out Sonja and Kyladrian, and severely wounds the others. It then charges at Serro, clawing at him with both of its taloned arms.
The creature is surrounded and despite its apparent ability to heal itself, is overwhelmed. Alastriel casts a flaming sphere spell, and it starts to cringe pitifully. Baxtor, armed with his sinister flail, is unmoved and continues the attack. Finally, it is burned by the sphere and dies. Salla takes his axe and separates the head from the body as best as he can, leaving a mess of brown ichor on the floor of this room. Nothing is found on the body, but a hidden cache of coins and gems are found in the corner, wrapped in a cloak which detects an aura of magic. The party is healed by Baxtor's new and improved wand of healing.
The rest of the room is explored and nothing of interest is found save for a set of 2 levers. These are tripped using the Rope of Climbing, but nothing seems to happen. Salla peeks out the double doors of the room into the arrow-slit corridor, but it doesn't look any different.
Back out into the corridor, two rooms are found which contain a mess of webbing. Opening one of the doors, Salla is immediately beset upon by several large spiders. Sonja squashes one, and Alastriel casts another flaming sphere into the room, scorching the web and its inhabitants. One manages to escape but is pummeled by the blunt of Kyladrian's torch.
Both rooms are set to the torch in the hopes that the webs (and any lingering spiders) will be burned away.
Sunday, January 18, 2009
I Dream of Djinni
The next morning the lure of gold becomes too seductive, and the party begins to plot how to get to the gold. In the meantime, the benevolent elemental provides them with a hearty breakfast. Salla rushes into the room and grabs a handful of gold. Kyladrian scrambles for a crossbow he sees lying on the ground. The djinni moves to intercede and becomes a swirling whirlwind, hurling throwing coins every which direction, apologizing profusely for doing what he has to do. The two feel themselves start to fly up in the air, but escape the room before losing their footing. The djinni moves to block the door, but Alastriel uses a spell to pull a magical-looking book out of the piles and into her hand. The djinni retains his good nature but warns them against taking the treasure that he is bound to guard.
While the rest of the group takes cover, Sonja and Salla plan to draw the creature out. Salla lobs a fireball from the necklace, but misses, encompassing both of them plus the djinni in a ball of flame. The creature moves out and engages the pair, knocking Sonja down to the floor with a blow from his mighty arm. The rest of the party hurries out and Alastriel casts a powerful version of Magic Missle from a scroll she found in the lower room. 6 bolts of energy pummel into the djinni and he disappears in a puff of smoke.
Having defeated the friendly elemental, the party rushes into the treasure room to take stock of what they have plundered. They find numerous coins, valuable items, and magical equipment, and they load themselves down, emptying the room, and ready for the trip home.
Tantalizing Riches
During the night, Salla wakes up early to find himself well-rested and some of his wounds healed. He lets Kyladrian sleep in the bed the remainder of the night, and the rogue experiences the same effect by morning time. The next morning, the group ventures upstairs into one of the wizard's experimentation rooms. This room contains 3 cages made of the blue force fields. 2 of them contain extraordinarily beautiful women, and the other encases a stairway up to the next level. There is also a control panel with 3 buttons. The women in the cages plea for help to escape, each telling a different story about which button does what, and accusing each other of lying. Each claims to be a nymph, but accuses the other of really being a demon. They explain that they had been trapped by the wizard for centuries, while he was performing his experiments on the force cages.
The group bites the bullet and finds the button which releases the cage around the staircase. So up they go, leaving the two alleged fey creatures to their fates. The next level contains a second labratory, but with several doors built at odd locations in the room. A secret door is found and opened to reveal a room full of treasure, and occupied by a jovial djinni who is friendly, but warns them against entering the room. The party takes a liking to him, and converse about how they can get the treasure out without having to fight him. During the discussion, he provides them with a delicious turkey meal to quech their appetite.
The other doors are explored, and they lead to various force cages, one of which contains a pair of rocky creatures, which shove past and move slowly toward the exit. Some attempts are made to stop the creatures, but they cannot easily be stopped, and eventually they reach the outside of the tower and sink into the ground in the passageway outside. Back to the room leading to the treasure to talk about what should be done. Kyladrian and Baxtor wander downstairs and one of the caged nymphs convinces them to free her. She warmly thanks Baxtor and promises to return the next day to give them their reward. She promptly disappears into thin air. The nymph in the other cage becomes enraged, and transfers into her true self, a demonic creature with feathery wings and long claws. She begins screaming, and it is quite hard to concentrate while spending any time in that room with the caged beast.
The party decides to sleep and heal for one more night.
An Obvious Trap
Part II
After using the final healing potion in the party, Kyladrian feels chipper enough to at least continue. Salla leads the way and discovers 2 more pit traps, these are spaced 10 feet apart from each other. He leads the group around a couple of corners and into an oval shaped room with a single door and a chest sitting out in the middle of the room.
Thinking the chest a trap, the party passes it by and Salla cuts open the lock on the door. Opening, the door, the party is beset by 3 large rodent-like creatures with long antennae. It seems that any metal object the creatures touch are instantly corroded and fall to pieces. Sonja loses her masterwork falchion and enchanted armor, Serro loses his mail shirt, and Salla one of his axes. It was an expensive battle, but the creatures are disposed of, and the group now turns its attention toward the chest. Baxtor bashes open the chest but it had been protected with a firet trap spell, and both Baxtor and Salla are toasted in the process. The container is opened to reveal a single key. Most likely to the door that they forced open.
A secret door is found at the end of the passageway, and beyond that lies the door to the wizard's tower, surrounded by the shiny blue force field. A lever sits outside the force field, which Salla pulls via rope from a safe distance. The force field drops, allowing the Lords of Chaos entry into the structure.
The group finds itself in what appears to be the living quarters of the wizard. It is filled with plentry of fine furniture and many shelves full of books. A human skeleton is slumped over on a desk in front of an open book. There is no clue as to how he perished. Serro finds a wardrobe full of very clean clothes (of which Alastriel claims - she also robs the body of its clothing). Salla examines one of the many lamps that seem to burn with a continual flame. He also finds the bed to be quite comfortable and relaxing, more so than a bed should normally be. Soon, Alastriel has discovers the secret to the bookshelf. It has a unique way of re-organizing its shelves, based on a command given by the browser. In this manner, Alastriel discovers a complete spell book and a book of scrolls. What luck!
The group camps out in this room for the night.
Wednesday, January 7, 2009
The Pits
Sonja is in really bad shape, and Baxtor is out of healing spells, so the group decides to rest through the remainder of the day and the night. After healing, the next day, Salla performs a stone by stone analysis of the wall behind the statue and finds a way to open the door.
Waiting behind the door is a creature called a wight, which screams something about him being the master now, and swipes at Salla. The party attacks the creature, but find that their weapons are ineffective against the undead being. Baxtor is able to turn it drawing on power from Kord, and it retreats back into the room, cringing in its coffin. Alastriel continues to pound it with magic missiles, apparently the only thing that can effect it at the moment. Kyladrian tries igniting the creature with a torch but that doesn't work. Unable to wound the wight, Salla is contend on chopping the coffin into kindling. Finally, the creature is brought down by magic missiles, and the corpse is burned.
During the battle, Serro and Kyladrian root around the room and they find a wooden longsword (which detects magic), and a golden breastplate. The rest of the room is scoured, but nothing else is revealed.
After spending several hours searching through rooms and passageways, the party finds a secret door in the jail cell area, which opens up into a torture room, equipped with manacles, a rack, and an iron maiden (excellent!). In this room Salla discovers another secret door hiding a spiral staircase descending 80 feet.
They emerge in an room divided into 3 areas by 2 force fields. There are 3 levers on the wall, one in each partition. Rigging up a rope to the first lever and seeking protection from the stairs, the first lever is triggered, which removes the first force field. Before dealing with the 2nd lever, a thorough search of the middle area reveals a hidden catch. Alastriel uses her Mage Hand spell to activate this one, while the rest of the group takes cover again. This time the 2nd force field disappears. After more searching, Kyladrian discovers some nozzles at the top of the walls in the middle part of the room. The party postulates that throwing the 2nd lever may have activated some kind of poison gas or acid trap. They hope to never find out.
Continuing onward, the Lords of Chaos reach a room with another force field, and 4 holes in the ground. Using their skeleton keys, they figure out that turning all 4 at once will deactivate the field and allow them to pass.
Behind an iron door they discover a room with a large mouth carved into one wall (which detects as magic). Kyladrian also spots a pressure plate in the room, which he points out to the group. The party briefly considers setting off the trap just to see what happens with the mouth, but in the end decide that discretion is the better part of valor and they leave the room.
Moving into a long corridor, Kyladrian spots what he believes is a pit trap and he intentionally sets it off to expose it. He uses the boots of leaping from Salla to clear the trap and moves forward to examine the remainder of the hallway. Unfortunately, he stumbles onto a well-hidden pit trap just beyond the first one, and his 20-ft fall is rudely interrupted by a set of spikes. A healing potion later, he leaps back up and hands the boots to Salla, but not before he realizes that the lantern has been smashed during his fall.
Salla jumps the pits and moves to the end of the corridor. Looking around the corner, he spots an obvious pit trap further down the hallway. Using a complex method of shuttling people over the traps using the boots, they all manage to assemble together at the corner of the hallway. Kyladrian approaches the suspected trap but never quite gets there, as another pit trap opens up along the way. Serro is lowered down to revive the battered half-elf with some healing potions. The party thinks that it is better they rest another night to recover from their wounds.