You gotta fight with the wights for the partay!

crypt

They float to the final location and spend some time in high-altitude surveillance. After enough passes with the eagle eyes and the swooping raven, they determine this is an old graveyard and there are still some restless occupants milling around near the entrances to the larger mausoleums. During the day, they discover a strangely shaped piece of stone lying in a shallow basin. The flying carpet ferries down Kikko, who plucks the item from the water with the ring of telekinesis and the carpet scoots out of possible attack range. The party descends with spells and carpet, to land atop one of the flat-roofed structures. From there they survey the area and plan the attack.

It is fairly routine, as they engage a few groups of wights and zombies there is little risk to them and in a matter of hours they have swept every accessible area free of restless dead and have discovered a number of interesting stone shapes and an apparent jigsaw puzzle they should all fit within. Also discovered are a few doors that lead somewhere within the mausoleum, but these doors seem exceptionally resistant to magic, even that of the mighty Star Crown. No one likes that very much.

One puzzle shape is missing, but a locate object provides a swift conclusion to the search. One smashed headstone later, they are in possession of the pieces needed and they slot them together with a fair bit of anticipation. Grinding noises erupt from all around the courtyard as various recessed and hidden staircases slide open, doors groan inward and either there is going to be a tremendous wave of undead spilling out from below – or the place is theirs to explore. Or both.

Moving along, nothing seems to be coming out to meet them, so down the stairs they go, moving along behind the earth elemental the druid has summoned. They enter a large crypt, complete with stone sarcophagai nestled in niches along the walls. Some spirits come to see what all the fuss is about, but are unable to scare off the intruders, so they largely leave them to their own devices. A bit of investigation and a secret door is located. Off they go into a secret passage and the earth elemental triggers a trap that fills the hallway with whipping chains that would tear and rend the flesh…if an earth elemental had flesh. Which they don’t. So, whatever. The crown dispels the nuisance and off they go.

They round a bend and see a strange statue of a chain-wrapped woman – not a trap – and move on. Another bend in the passageway leads them out a secret door into a large quasi-temple area. A large statue of a hammer-wielding man dominates the room. A pair of animated piles of chains form themselves into humanoid shapes and attack the party. Golems being disintegrated puts an end to that. They enter. On the opposite side, a passage snakes around to reveal some treasures – plundered by the group – but then returns to the same central area.

Some head scratching ensues and the group susses out that a large gem plundered earlier might fit into this niche on the hammerhead – at the bottom of which there is a small wire pin sticking out. The gem is inserted (badly) and the pin is bent – but the secret wall behind the statue still rolls upwards. The gem is being held in place by Malchor until a crowbar of immobility is inserted to keep the door from falling the final few feet to the floor.

When the door is hoisted upwards, a plundered room and a passage beyond are partially revealed. A gentle voice drifts out of the shadows and inquires about the price of their souls and their deepest desires. Suitably alarmed, the party disperses with some haste and attempts to discern the source of the voice. The hallway becomes filled with flailing tentacles and soon thereafter a pair of bone devils appear in the middle of the party and begin wreaking havoc. When the first wave is vanquished a second wave of bearded devils appear. These are also overcome with a bit more effort.

When the group decides to rush the hall, they start by casting dispel magic on the tendrils. While they are doing that, the third wave of rally big uglies appears and the damage dealt is terrible. Fortunately, most of the damage is dealt by Cosmic, and the group weathers the storm remarkably well, the mages moving away from the trio of large, hammer-swinging demons while Ivan and Cosmic mete out the beats.

Now fully alarmed, the move to remove the crowbar is met with a very powerful fireball that slays Justicar, Elulyn and Kikko and badly damages the survivors. The door falls shut, so they do have a few moments to act. They act swiftly indeed, dragging the bodies of the fallen up a set of nearby stairs and out into the courtyard.

Ivan ferries a couple of bodies to the tethered airship and Malchor teleports the rest onto the deck. They cast off and stare warily over the side as the ship gains altitude.
There is a bit of head-scratching…what with both clerics dead and all…makes life interesting. That was a heck of a fireball. Might need a few protection from elements from the druid once he is back on his feet.

Malchor teleports to the Moonsea Manor and promotes the major-domo to Airship Commander. They return to the ship and now have a pilot on board. They leave the airship in the hands of Ivan, the newly minted pilot, and Cosmic and his crystal ball. Malchor teleports the fallen to the Temple of Torm in Immersea and obtains Kormier’s help with restoring them to life. There he has a bit of a surprise in seeing Goldpiece, who has returned from his decade in service to the balemorn in Myth Drannor. There is a fair bit to catch up on…

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