A large room filled with ranks of statues: groups of
spear wielders, archers, axe-wielding warriors.
Even slaves carrying a sedan where inside is a handcuffed man. Obviously decades old, if not a century, since most wooden items have deteriorated: spears now bronze-tips on the floor covered in decayed wood, archer bows and arrows decayed except for the arrowheads. Rubble and broken statuary everywhere. A domed structure near the back of the room; its dome made of stucco.
Even slaves carrying a sedan where inside is a handcuffed man. Obviously decades old, if not a century, since most wooden items have deteriorated: spears now bronze-tips on the floor covered in decayed wood, archer bows and arrows decayed except for the arrowheads. Rubble and broken statuary everywhere. A domed structure near the back of the room; its dome made of stucco.
Kevar enters already casting ‘Detect Magic’ but finds
nothing (within 30 ft). The cleric enters to look closer at the statues, “Like
our Nangalore thief; these too are petrified men. Not statues.” Kevar moves to
inspect the sedan and its handcuffed occupant, “Three inch-long slits in his
chest. I can barely see arrowheads inside. This man was shot! Is he a patient?”
Kevar moves further into the room, finally detecting
magic on the inside of the domed structure. No visible doors on the structure.
Daisee finally deciding to enter the room further as she climbs the low dome to
begin hammering on the stucco. Creating a small cave-in; her peering inside
with her dark-vision to discover a sarcophagus off to one side. The structure
not a room but a cairn. She’s already jumped down into the room to inspect
closer: 6 sets of decaying bones along with 6 jade-bead pectoral armor.
Kevar climbing onto the dome to help direct the kinder to
the detected magic. The wizard lying flat, wary of too much weight on the
busted stucco dome. As directed, Daisee reaches for a turquoise-pendant (feels
special) which goes into her bag, along with the pectoral armor (50gp each).
Curiosity has her reaching for a bronze lamp stuck in the floor. And that’s
when Kevar yells, “Behind you! Look OUT!” Daisee turning to greet the new
arrival, “Hi. I’m Daisee.” Coming face-to-cowl with a Wight!
A magical sling bullet, Kevar jumping down to aid,
Sudieman climbing on the dome to gain sight to ‘Turn Undead’ before jumping
down. The amulet about the Wight’s neck glowing bright-blue…and the Wight
remaining to fight. Diero the last to move toward the cairn. The Wight slashing
the kinder with its longsword but just missing with its outstretched hand. Flit
dashing in to steal the Wight’s amulet. Kevar casting ‘Blade of Doom’ only to
miss even with Advantage (rolled 1 and 2). Hacks and slashes, Daisee getting
hit again (blade and necrotic touch). Diero finally reaching the dome top to
cast ‘ThornWhip’ which lifts the limp Wight…the thorn damage enough to kill it.
After healing Daisee, we exit the room south. Turning east we come upon a short side hall displaying a 3ft tall stand. Kevar
misses the trap but Daisee stops him in time to point out the hinge…a pitfall.
She disables it then strides toward the stand where a small silver coffer is
displayed. Inside, she finds a slim copper figurine with wings, now placed in
her bag. Sudieman inspects the inside of the coffer lined with glimmering
beads. When he disturbs a bead with his light pick, Daisee’s handbag starts
dancing. Out flies a…pixy for lack of better description. It flitters out the
room and down passages.
We give pursuit. Backtracking thru prior rooms: thru the
secret door, mermaid room, west to another door we hadn’t searched. The pixy
hovering. A trail of mud and flotsam angling to the opposite wall…discovery of
a secret door. The pixy dashing thru the now opened secret door. The muddy flow
continues along the next passage, glowing silver tracks on the floor and
ceiling…from what?
Another secret door with a statue on its backside. Kevar
retrieves a magical longsword from its scabbard. We ignore the northern door
where the pixy hovers, to check out the short southern hall that turns east to
a door. That opens to an odd-shaped room also wet and slimy with broken
statues. But we back out of the room once Kevar notices a green blob hanging
above the door we’ve just opened.
We backtrack to the pixy’s northern door. Beyond, alcoves
east and west with fountains. Movement in the western fountain proves to be
tadpoles (at least without closer inspection). A larger flooded room beyond
with rows of parallel columns, and two braziers. Initial test is 2 feet of
water. Kevar leads the way…and sinks after the first 5 ft. A 10ft deep channel
outlines the room. At least Diero’s ‘Waterbreathing’ spell is still active for
all.
Daisee follows Kevar while Sudieman and Diero march down
the middle of the room, noticing a slimy enormous growth (green algae) on the
eastern wall. As Kevar nears the northern corner, the green blob springs into
motion, flowing over and around a brazier attacking the closer Sudieman, “Run!
Get out.” The cleric fighting to keep the green giant slug at bay. Kevar and
the kinder swimming faster to the far door. Diero turning into a large spider,
climbing a column to cast a web at the slug…misses.
Sudieman moves past the slug to block its approach toward
his allies. And that’s when the slug spits slim at the lined up adventurers,
before attacking the cleric (nat 20 almost crippling Sudieman). Once again the
spider cast webbing (nat 20), snaring the blob (mere seconds before it easily
breaks free). Kevar at the door turning to cast ‘Fear’ but the mindless slug
too ignorant to react. But enough delay for all to get out of the room, to
include the spider dashing across the ceiling thru the open door. The cleric
last to leave and locking the door.
“Here, take this.” Kevar handing the wounded cleric 2
potions of healing. Our healing spells low if not depleted. We've entered a short passage
with a locked southern door.
Its hinges on our side. Sudieman prying the hinges
free. “WOOSH!” A wall of water on the other side of the door slams the door
into Sudieman before cascading into the room. The spider still clinging to the
ceiling. Daisee standing firm in the corner, while Sudieman and Kevar are
flushed back towards the slug room. Enough water pressure to crash the door
open. Kevar grabbing the doorframe; the cleric flushed further into the room.
Grateful the monstrous slug has moved on.
We continue to follow the pixy now flittering thru the
hermit-crab room to the eastern passage that turns north. But Kevar notices
stucco crumbling on the southern wall, exposing a block. Curiosity has him
pushing it. The wall crumbles, revealing another room. Once again Daisee stops
the wizard as she’s noticed another trap…glass vials imply potential poison
needles!
Before us is a long giant table with runes and glyphs on
every surface. Across the room, an axe embedded in the wall. More disturbing is
the shadow angled from the axe-head: what looks like an arm pinned to the wall.
Our archeologist wizard taking time to decipher the runes, “A lot of words that
threaten…you defilers; you will be locked in here with me for eternity.” Kevar
turns his attention to 11 glyph faces at the foot of the sarcophagus.
His rune-reading revealing the needed pattern…5-4-3-9.
A slab slides off the sarcophagus revealing skeletal remains.
Daisee immediately drawn to the edge to see a jade-mask, jade pendant with a
bat image, a dark opal diadem on the skeleton’s forehead. But Kevar already
activating the glyphs, closing the lid, “What part of Defilers or Eternity don’t
you understand?!” A mystery we leave behind as we exit thru the broken stucco
back into the hallway that turns north.
No comments:
Post a Comment