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June 2011


Dalliance trades her ‘orphaned’ spellbook for a Chime of Opening with 28 charges still within, and the group [Reza, Lubboch, Bud, Dalliance, Barada and Hobar] sets off on a journey to the edge of the vast desert. Along the way, Dalliance pays Lord Stumpy a visit and is warmly greeted with a lavish celebration. After some discussion and perusal of maps, they ask the Stumpmaster about the history of the area. Learning that it was a hilltop fortress of a warlord, the group discovers that the unopenable doors are located in the base of the hill.

The journey to the location is uneventful – as the scouting of Barada and Bud guarantees that there are no unwanted games of catch with the stone giants that inhabit the mountain region. Encamping on the summit overlooking the region of interest the group determines that there is little to no regular activity in the area.

Descending to the doors, the group begins by casting Dispel Magic on the portals to no avail. A knock spell ricochets off the doors and the use of the wand of opening does little. Finally, the Chime of Opening is used, and explodes in a flash of magical energy…and the doors slowly swing open.

Beyond lies a hallway of smooth stone, exquisitely shaped and carved.
investigation brings the group to iron doors that stymie the x-ray vision of Lubboch (blasted wizards). Rooms are investigated. The first claims Lubboch’s magic short sword as he drops it in a magical trash compactor…why exactly he is still unsure. Another room has images of warriors painted on the doors and a candle next to each.
When the candles go out, the warriors appear and attack. Bash bash bash. Warriors are dead.

More investigation brings the group to a room full of wonderfully crafted rugs. One is particularly magical and is swiftly plundered, rolled up and brought close to the entrance doors…which are now shut. Luckily, they are easily opened from the inside. Relieved, the rug is left near the doors and the group returns for more investigation.

The next room reveals the weaver responsible for all the fine ruggery.
Arley the weaver is a polite, cheerful and red-cheeked old man (but isn’t really). Barada’s Gem of Seeing reveals the illusionary nature of the transformation and he whispers the info to Dalliance.
Meanwhile, the rug merchant (with slippery feet) is telling the tale of his sad captivity, and offers to trade items from his box of magic goods [girdle of giant strength among others] for items that the party doesn’t need or want. Dalliance starts questioning him about his altered appearance and that prompts a transformation into a gas cloud.
The group pursues, but loses the cloud in the vastness of the area.
They trek back to the door and are attacked by the invisible ogre-mage who lets fly with a blast of cold while roaring about his socks. The group is surprised and several members are almost slain by the surprise attack. It is only Hobar’s robust nature that allows him to survive and Bud is nearly a hobbitcicle. Within the space of a few seconds, the party rallies and springs to the attack – the maces of Lubboch and Reza rising and falling with great rapidity until the threat is removed.

Lubboch pauses and despite warnings from Dalliance, dons the girdle.
Lord Lubboch is now Lady Lubboch. Distressed by this turn of events, Lubboch throws caution to the winds and dons the silken gloves that are on top of the pile of magic goods left behind by the ogre-mage.
The gloves re of fine manufacture and coated with a most virulent poison that immediately slays Lubboch. The ring of regeneration activates, and Lubboch gasps back into life,,,none to happy about this turn of events. Hobar is relieved that the party is less of a sausage-fest, and begins to hit on the new lady.

The group needs a moment to think about the implications…

While in the hallway, it is decided that Bud should check out the secret crawlspace. When he wanders to the end of the passage, the unmistakable stench of Wolverine is smelt. Still without a reason to disturb a wolverine, it is decided to turn back. Perhaps the sad man/death face doors will hold more interest and less undead. The doors are triple locked, but Knock spells and the Wand of Opening is just the ting to open reluctant doors.

inside are chests and torches. They all radiate magic. Each chest is triple locked. After the expenditure of much magic and time, the chests are opened. Before the chests are opened, Barada has his strength reduced to 3 multiple times and the party is attacked by a bear. Bear is reduced to foodstuffs and the chests are opened. The first releases a cloud of sleep gas, the second holds much treasure and a pair of magical eyeballs that can be used to replace a missing eye.

After a bit of deliberation it is decided that more exploration is preferable to facing off with a room full of undead. More exploration results in the party finding a route to the surface. Once fresh air is felt and the outside is once again visible, the desire for more underground tomfoolery is reduced to nil. It is decided that it might once again be time to return to the Northlands. Hooray for teleport spells!

Reassembled in Waterdeep, the group disposes of plunder and seeks out magic. They listen with some horror to the tales of a slipper-clad mage killer that roams the northland. it sounds a lot like the slipper-clad ‘rug merchant’ that the group ran across some time ago.
Things are desperate enough that Rary is leaving town for a bit…and leaving Dalliance in charge. Barada needs to train and leaves for a year. While he is gone, Dalliance enchants an amulet for Reza and recharges a Wand of Fireballs…and cultivates a healthy amount of paranoia. She also undertakes the construction of a new tower to enhance Thudheim’s reputation in the land.

During the ‘time off’, the group invests in finding new leads to investigate, and is contacted by Hobar the Barbarian – an associate of Danog and a tribal shaman of the Blue Mountain barbarian horde. At the end of the year, Barada returns. Amongst the information gathered by the party are the following leads…
• A tomb in the desert (amun koshu)
• Return a stolen golden statue (giant ransom)
• Abandoned dwarven gem mine in the hills (dod)
• Group of necromancers needs a good beating (vom)
• Unopenable doors near Maure Castle must hold great wealth. Chime of Opening? (wg5)