Sunday, January 18, 2009

I Dream of Djinni

??+3 November, 595

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

??+2 November, 595

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

??+1 November, 595
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

??+1 November, 595

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.