Digin charges down the hallway and smashes through the door. As he enters the room beyond a volley of poisoned darts whirr past his head like so many incontinent pigeons. He moves onward towards the only other door in the room and almost falls into a 60 foot deep, spike lined pit. Luckily, his flying spell prevents death.
The rest of the group enters and they quickly determine that every square inch of the room is a trap. The floor is just a mass of pit traps, separated by a few inches of stone floor – just enough to house the trap mechanisms. The demon-devil they were pursuing is nowhere to be found and Digin moves to open the door and move on. Alas, as he touches the door, he is petrified and falls 60 feet to the spikes below and shatters into several large chunks. Oh. This is not good. Sniffles goes to retrieve the chunks while Zaal knocks and Bayga opens the offending door by magical means.
Sniffles, Bayga and Zaal rush the opening and encounter the wounded devil-demon they were tracking. A battle ensues but the monster is swiftly slain and burned by magical fires to prevent it from regenerating. The room is investigated with trap and magic detection spells and a secret door is located. One of the magical items is a scary looking ivory box. It is opened and a wight emerges. The party corrals it and swiftly slays it before it can overcome its temporary awe of the evil clerics. The secret door is investigated and eventually leads into a sealed vault, bypassing the door. The vault is foreboding but before too long they have plundered the contents – an ebony skull. They decide to sleep in the rough-hewn hallway, as it offers a very defensible position and venture forth the next day.
The vastness of the spire’s interior is briefly investigated by Zaal before the rest of this ‘level’ is explored. They locate an opened vault door and investigate the interior – which leads to a large antechamber guarded by a n iron statue. A giant badger is produced and ordered to explore the room. No attacks from the statue ensue, so some light investigating is undertaken. They find an iron golem, a hall of shields, a pair of sealed and trapped doors and manage to steal most of the equipment scattered around the floor near the golem. They do try some shenanigans but in the end decide to retreat since the only party member crazed enough to attack an iron golem is now in a sack. Apparently, ‘tis time to leave. Another overnight stay and some planning and the group is off, retreating to the surface and trying to think of an angle that lets them retrieve the fallen Digin.
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