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August 2011


The next four or so days pass while the group does a fair amount of head-scratching and investigating. It seems that all passageways have been bricked over (it is a tomb after all) and the talents of Bud Feaster are in great demand. The hobbit opens a number of doorways using Stoneshape, until Dalliance fashions a battering ram and the group whiles away the hours knocking down walls, making a hellacious amount of noise, and raising a cloud of dust. The good part about lurking out in the middle of the wilderness is that no one complains about the noise. Four of the doorways are marked with the elemental symbols. Air opens into a dank and musty room, Fire releases a cloud of methane gas – no open flames in the party supplies at the time.
Earth turns Lubbitch to stone, and Water opens a ‘pit’.
The stoned one is restored and the pit is ‘investigated’ by falling into it. At the top of the pit and at the bottom of the pit are two more sealed openings. The bottom door opens out onto an underground lake. Hmm. The top one is ignored for the moment in favor of the Water door. Everyone is ready for watery doom, but instead it is a cloud of light-sucking undeath. Humbar vanquishes it, and the group investigates further. Beyond is a door – instead of a sealed opening….
Passing through reveals a solid gold sarcophagus enshrined in a room of vilest depravity and reeking of eeeevil. Emor would feel at home here for sure. The troubled group decides to plunder the tomb and bashes the lid off the coffin – revealing a withered corpse. All around the periphery of the room are jars and bags and boxes and containers that radiate magic and make the most delightful money sounds when lifted. A looting break is called and the items worth taking are taken. It is during this time that the larvae (from breathing in the air of the Air room) hatch in the party’s lungs, prompting a round of worried head scratching and the reading of the instructions on the Keoghtom’s Ointment they purchased.
Onward, and the party batters down the last doorway, which is a bricked-over rockslide that empties a metric ton of rubble into the pit. A day later, Dalliance uses her Dig spell to empty the pit once more and the group descends to lakeside.
Spending a day on the lakeshore, Dalliance fashions a large canoe and the party sets off across the lake. On the far shore is the ubiquitous sealed entrance, which is battered into bits. This time, what comes out is not at all nice. Ghosts! A six-pack of howling damned souls spooks Humbar and Reza, the latter dropping the Mace of Disruption and donning his Gloves of Swimming, Humbar tries to push the canoe off the shore. The ghosts exit the tomb and as Dalliance casts her Undeath to Death spell, one erects a magica sphere of protection. In the aftermath, there are two ghosts left with which the party must do battle. Luckily, the undead slaying mace comes in handy and the party wins through the fearsome foe.
There is a brief delay as the group lets a panicked Humbar row them back across the lake, but Reza is not here. Having used his Boots of Springing to hop out of the pit, he has fled the entire complex and it takes Bud and Barada in bird form to scout the desert sands and return him to the party. Retracing their steps, the group returns to the ghostly opening. Beyond is a barren room with only six sets of skeletal remains to adorn the floor. On the opposite wall…get the ram.
The ram is applied and the opening is made. The party sees a large sarcophagus guarded by a quartet of baying mummy hounds. Having heard Reza during his morning squat, this is not nearly as fearsome as all that. The Mace of Disruption comes into play again, utterly destroying two of the creatures with a single blow. The remaining duo is no match for Reza and the Mace and soon enough all trace of life (and unlife) is gone. The party ponders what might lie inside a coffin guarded by 6 ghosts and 4 mummy hounds and decides that it might be wiser to make a plan, ensure all appropriate spells are available and generally prepapre for what might well be a serious struggle.

In the aftermath of the Tomorast induced traumas the party gibbers a bit in abject terror, then gets down to the business of looting and scooting. Humbar is raised and healed. A few spells reveal all that is of magical nature and a few minutes of poking and prying produces some goods and Tomorast’s personal diary. An angry wall hanging tries to kill Humbar, but it is slain before too much harm can be inflicted, thanks to Dalliance’s innovative use of Gaseous Form spells. The wall hanging seems to evoke the mobile Desert City of the Invincible Overlord, but the landscape is alien and there are two suns in the sky.

Bags are filled and a brief debate is floored, with the end result that one more door will be considered and then it will be time to go.
The one more door formula yields some more swag and magic goods. Once all that is good is gotten, the feet are engaged and the party retreats to the cliffs overlooking the area and cold-camps. In the morning, Dalliance teleports everyone to Thudheim and Reza rejoins them.

Goods are evaluated, much cursed magic is rejected, much monetary wealth is garnered. Barada reports that the party is being scryed, and this reignites the terror. Feeling that staying on the move is the best defense, the group rapidly turns around and heads back out into the desert from which they just escaped, this time wandering weeks into the heart of the wasteland until they discover a small cave-like opening in the sandstone cliffs left behind by the Desert City of the Invincible Overlord. Slithering into the antechamber, they encounter two statues (one upright, one smashed), and fifteen men (all smashed).
The smashing reason becomes apparent when the remaining statue animates and begins to smash everyone in sight, ignoring the spells and missile weapons of the group, slaying Lubbutch and nearly killing Humbar before it is defeated.

Pausing to catch their breath, the group ponders the tomb entrance and tries to work out how to break in…

Pressing onwards the group starts to explore a region of interconnected passages, doors and rooms. Much is the ‘standard’ dungeon experience – inexplicable twists, hidden rooms, secret passages, a cloak room with a specter that tries to eat Reza…the usual. The group finds a puddle on the floor of a hallway that reveals the vision of a large purple rock…and now everyone in the group is able to ‘feel’ it lurking in their consciousness. The group is also almost trapped in an infinite-loop hallway teleporter, but Bud’s Anti-Magic Shell allows them to exit. The group finds unlocked traps and locked traps and just plan old traps. They also find and pummel a 9-pack of hired foreign fighters. When their numbers are reduced to 4, the remainder surrender. Unfortunately, before surrendering – one of their numbers hurls a dagger that finds and severs Reza’s spinal column, This leaves him paralyzed from the chest downward. The prisoner’s surrender creates a bit of a moral issue, since in the evil times there was no problem dealing with prisoners. Hmmm.
However, it turns out that there prisoners understand some of the local common tongue and the Helm of Language Comprehension allows Barada to reflect upon the full meaning of the information. They are Tomorast’s personal bodyguard when he ventures into the outside world.
They further reveal that they have been here two days now, brought here by Tomorast himself. Some cross-referencing with a tapestry and some sifting of the memory banks reveals that Tomorast might well be the original Mage of Orlbar, now working alongside Zagig – despite Zagig having apparently deposed him. Hmm. Who can understand wizards anyway? The guards are also willing to reveal the location of a hidden staircase near Tomorast’s laboratory. The group is more interested in taking on the ‘Rast and quickly formulates a battle plan. Expecting that they might have to flee quickly, the paralyzed Reza is teleported to the courtyard of the church of Lathander. The remainder of the party discusses differing levels of mayhem until finally they are near enough to the door to launch an attack.
Bursting into the room, the group confronts Tomorast. He is a wizard, as expected, He threatens them with hideous death, as expected. His arms are apparently demonic in origin, for they grant him some most unusual abilities – this is most definitely not expected.. At blinding speed, he springs towards the group, landing a double-fisted blow to Lubbitch – paralyzing her and nearly draining an energy level or three. Humbar and Barada attack, as does Bud. Dalliance readies a spell and looks for an opportunity, The group lands several blows and earns a vicious lightning bolt in return. As Tomorast disengages, he bursts into mirror-image form. The group presses the attack and dispels many of the images, earning a blast from a Cone of Cold which slays Humbar the Ice Barbarian. Dalliance lets fly with a Finger of Death which is partially deflected back upon her. With a final baleful glare, Tomorast teleports away and leaves the battered group behind…