Traps, schmaps – the demons are the problem!

After awakening in the ‘control room’, the party is afflicted by an insidious drain of abilities. Every hour spent within the mine leeches a point from the primary attribute of the character. A full day of rest is required to restore each point lost. However, Dalliance bends time to her will and causes each hour to pass as six. Within a trio of days the party is refreshed and ready to return to the control room.
There Barada discovers other traps are yet unleashed and the controls for said traps are here. The controls to raise and lower the elevator platforms are likewise found within, as well as ‘seeing tubes’ that allow the viewer to see the view from the ceiling in each monitored area. Most are dark, but enough remain lit to give the impression of a vast enterprise with a bustling security detail.
Barada calls up a platform from the depths and the party descends, mindful of the need to make haste. The ride ends in a room with an exit passage that is spacious by dwarven standards, but rather cramped for some of the larger party members. The room is littered with bodies of the Blue Bear Barbarian tribe – home tribe of Da’Nog and Hubar alike – and the walls have pictograms depicting the tribe members fleeing a large figure with horns, fangs and bat wings. Evidence of mining cart traffic can be seen, and the group descends onto the ramp.
As they descend, they hear a sound from behind them. Actually, a pair of sounds – a mocking laugh followed by a heavy crash that gives the impression that something large and heavy has been used to seal the passageway behind them. Down the ramp they go and into a room of rubble and three exits. Sounds reminiscent of a herd of mourning cows and a large but distant spectator sport can be heard. As the party members begin to cross the area, a pair of misshapen grey creatures bolt from concealment and run from the party, adorned with dozens of jingle-jangling bells.
Alarmed at the thought of the alarm, Dalliance, Barada and Lubbitch contrive to fell the creatures as they rush down a hallway that was once filled with dwarven statuary but now contains only rubble. It takes longer than anyone would have liked. As Barada stands point, Dalliance moves up to support, leaving Humbar in the rear. Soon enough a trio of triple armed, double-mouthed toothy horrors heave into view.
Trailing them is a crimson scaled female humanoid with large bat wings. She carries a scimitar that seems to absorb light and leave behind wisps of darkness. Filling the passageway beyond her are a quartet of grey-fleshed, bull-horned humanoids, built to a massive scale. As they advance upon the party she is heard to bellow “Just who in the Nine Hells are you?” With that the battle is joined.
The front ranks batter away at the multi-armed menaces, while Barada shoots arrows as fast as he can. Dalliance tries several tactics, but finds that they are of limited use against outerplanar beings. Spells are cast and blows are traded. The crimson female disappears to reappear behind the party members, and accomplishes two things. First, Humbar the Barbarian is sealed in a bubble of impenetrable force and is left adrift upon the wind. Second, she erects a Wall of Force to seal the party into the hallway. Things turn grim, then better, then grim again. Although the toothy horrors are finally rendered inert, this only means that the square grey bullmen are ready to engage. They deal terrible damage and knock Lubbitch unconscious, and almost slay multiple party members before being battered down. Well, technically, Only two are beaten down. The other pair has withdrawn, and coupled with the absence of the red-scaled womanoid the party thinks that reinforcements are imminent. Barada tries to remove the Wall of Force with his lute, but to no avail.
Sure enough, there are drums and whistles sounding and the background noise has turned from spectator sport to lynch mob. After a few seconds of hurried conversation, Bud activates his Anti-Magic Shield to broach the blocking Wall and the group flees up the stairs, towing the unconscious Lubbitch and pushing the bubbled barbarian.
Confronted with the expected large slab of iron-clad stone that blocks the hallway, the party chugs about 8000gp worth of potions of strength to try and force an opening as the sounds of distant hordes grow ever less distant.
As the party is unable to force the door in time, Dalliance teleports Humbar and Lubbitch back to her tower in Thudheim. Meanwhile the rest of the party members are drinking potions of gaseous form, except Barada, who uses a ring to teleport to the control room. While the rest of the party flees, he unleashes clouds of acid gas and waves of boiling/flaming oil upon the pursuers.

The group regroups in the desert, then Dalliance teleports everyone back to the town of Thudheim.

What next? Only the funion knows!

5 comments to Traps, schmaps – the demons are the problem!

  • Dalliance  says:

    Oh no they went too deep! The only truly surprising thing is that this time it wasn’t us that unleashed the evil upon the world.
    Shphinx anyone?

  • CMdaDM  says:

    That actually raises the question – do you want to investigate other options, try the Sphinx? Go attack Emor the Eeevil? Do something completely different? Find a Helm of Opposite Alignment to restore some evil to the lands?

  • Dalliance  says:

    Don’t really feel like poking the sphinx again. Is Emore the evil one really on our map? I guess taking him out would increase our fame. Perhaps poll the other Lords of Waterdeep for adventure.

  • CMdaDM  says:

    Well, Lordly Lords that they are – they are more concerned with matters far flung. Things that you could do to be involved might include:
    Journey to Cormyr to deliver trade agreement.
    Trouble in the very weave of magic itself – Dalelands need help?
    Remnants of Bandit army retreated to mines near Bloodstone Pass, causing instability.

  • fishyfred  says:

    The very weave of magic itself sounds intriguing and quite dangerous. If it serves well to the council then let’s lend a hand or bow or wand…

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