Shhhh….be vewy quiet…I’m hunting gowems

Pausing only to fall into, then cross a large pit hidden by illusion, the group continues into a large amphitheater. The seats surround a central raised dais of black stone and are surrounded by black tapestries showing scenes of decay and death. Although there is an exit directly opposite the entrance, the group decides to investigate . They are attacked by tapestries and the dais sprouts tentacles tipped with fanged mouths.
Deciding that this brand of horror can wait till later, the group presses onwards, moving into a short hallway that ends in a door.
Door is opened, room of statues that animate and dance, delaying the party members long enough for the gas in the room to render half of them unconscious. The fallen are dragged away until they regain consciousness. The group returns to the room and dashes through it, exiting through a door and once again find themselves in a short hallway. Beyond a door, a room with three fountains. Once runs clear, two are full of scummy water. When the group pauses to investigate, two of the fountains start to spray acid on the party members. They flee into a short hallway that ends in another door. Beyond the door, a room with statues on raised pedestals. The statues are identical to the ones seen near the entrance of the underground complex. The group decides not to dally and dashes ahead, Reza using his boots of springing to leap across the floor of the room and out the opposite side through an archway.
That act animates all the golemstatues and they begin to rain death on the party members – mages casting feeblemind, lightning bolt, polymorph, magic missile, clerics casting hold person and finger of death and curse and blindness, fighters attacking savagely and a pair of thieves slipping from held victim to held victim, stabbing and slicing and killing.
Reza is slain twice in the encounter and Humbar dies as well. Lubbitch is also killed and all but Dalliance suffer grievous injuries. In the end, a few rings of spell turning and the odd disintegrate and the party survives. Casualties never went above 50%.
The group hibernates in the underground and broods on the thrashing they have received. Days pass and they rest, resurrect and repair battered party members. Finally they venture onwards, into the burial chamber of Hestrin.They prepare for a battle tot he undeath, but the mummy within the sarcophagus is decidedly inert and does not resist as they strip it of it’s burial plunder – Girdle, Rod and gems and jewels.
The group returns to an island still gripped by storms and high winds, though it seems the hurricane is moving away and the winds are
abating. They wait it out and in a few hours the day turns bright
and sunny. They unroll the carpet and fly along the waves to the Sentinel island. They are skirting its northern edge when an other storm rolls into the area and they are forced to land. They use the bard’s Lyre of Building to construct a shelter out of the lava fields and wait out the storm…

2 comments to Shhhh….be vewy quiet…I’m hunting gowems

  • Dalliance  says:

    Egads, Spell casting golems! What next vampiric golems? Whoops never give the DM ideas. At least these were vulnerable to MU spells. Scary but epic once again.

  • Humbar  says:

    LOL, all of the fighters die…..again.

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