Thursday, June 24, 2010

Episode 26: 5/22/10

The Party:
Ashelia Raminas, elf ranger 4/rogue/3
Nineve, human knight/7
Xicar, human cleric/7
Zuko Quartermain, human sorcerer (fire)/7

As soon as she appears, 31E bows to the creature, and drops to one knee. He says something to her in the same crystalline language that makes the peculiar woman smile gently. “I do not know what role you play in this, automaton, but you are welcome.” she says, “As for your companions, we shall see. Either you have destroyed the Shadow Sphinx, or you are here at her behest. Please explain yourselves.”

31E explains that the creature is a Snow Weird, an elemental oracle. He has heard of their kind, who were old when the Imperium was young. Although the Spell Weavers never consulted with the Oracles, they nevertheless held them in great esteem and respect. This one is called Sionsari.

Immediately, we are faced with the challenge of convincing Sionsari that, contrary to appearances, we are not working for Sivit. Without going into too much detail, we explain that we are just looking for a way out. When Sivit proposed a ceasefire we accepted in the hopes of escaping this place with our lives. We're not happy the Shadow Sphinx is here, but defeating her and all her shadar-kai minions is not in our power. This seems to make sense to Sionsari. We can sense that she wants something from us, so we gently coax it out of her by suggesting that the solution to our problem and hers may lie on the same path. After expressing our willingness to help her (Say you got a problem, yo, I'll solve it), she agrees with us. "The Guardian", aka the 40-foot Statue of Doom, has successfully repelled Sivit's minions thus far, but Sionsari is convinced that eventually the shadow-force will get through. She pleads that we remove the objects in Amsophar's tomb to protect them from the shadar-kai. She also discourages us from confronting Sivit directly. Sionsari places her mark on us, which will allow us to pass the Guardian unhindered, in addition to permanently granting us 5 points of cold resistance!

In the course of this conversation we hatch a plan for dealing with Sivit. We heal up and Sionsari offers to let us rest in her chambers. This sounds like a great idea, so we head out to the first (slightly less frigid) chamber for a much-needed nap, only to find 2 orogs and a shadar-kai waiting impatiently for us. They insist we go with them. Naptime will have to wait.

The minions lead us to Sivit. She demands to know about our visit with the Snow Weird. Sivit seems convinced that the oracle has imparted us with some knowledge or supernatural ability to bypass the guardian, and that we can transfer this to her and her shadar-kai. She wants answers, and she wants them RIGHT NOW.

We skillfully manage to convince Sivit that we've actually done her one better - we tell her we persuaded Sionsari to deactivate the Guardian entirely. She is skeptical, but we play on her greed. We offer to go in first to prove the statue is disabled, and then she can follow us into the tomb of magic and riches! It works. We go to the Doom Room.

The wide, rectangular chamber is exactly as we last saw it - littered with the crumpled remains of Orogs and Shadar-Kai warriors. Their bent and twisted forms speak of terrible violence. Directly across from us stands The Guardian: a titanic golden statue of an armoured warrior towering far above. Its legs and the gigantic hammer it wields are splattered with dried gore. Along the walls of the chamber are a series of immense metal doors. Several doors show evidence of hasty attempts to force them open, as well as sprays of blood and body parts.

With Sivit and her armed guards pressing us forward, we now have no choice but to go through with our plan and hope Sionsari's blessing works. We try to appear confident as we are half-shoved past the "safe" point. Suddenly, the colossal golden warrior thunders to life, quickly striding toward us with its hammer at the ready. I experience a moment of embarrassment as I realize my last words are "ShitShitShit!". With a sweeping blow the massive hammer whistles through the air behind us, sending Orogs and Shadar-Kai sprawling and broken!

Sivit shrieks in inarticulate rage as we "Yes!" and high-five each other in a celebration of relief. Sivit begins casting spells, and the shadar-kai attack. We realize we're not out of the woods yet, as Sivit blinds Nineve. We move hastily to the true entrance to Amsophar's tomb - not some gleaming door, but an inconspicuous hole in the ceiling. Xicar AirWalks up with my Trollgut rope/grappling hook, intending to pull us after him. Our planning proves to be unnecessary. Seconds later, the titan meaningfully lowers its weapon, placing the hammer's head on the stone floor before us.

Sivit continues to sling spells, the Shadar-Kai shoot arrows, but none of it matters. I scamper up that statue like a squirrel with Dog and Zuko hard on my heels. 31E grabs Nineve by the cloak and robot-ninja-backflips up onto the safety of the hammer with his blind cargo. As the last of us climb atop the gore streaked weapon, the colossus smoothly raises us toward the opening in the ceiling. The sounds of battle below resume as an unseen force gently lifts us upwards toward a brightly lit chamber far above. The walls of the circular shaft are intricately carved with more scenes depicting the life and triumphs of Amsophar.

The shaft terminates in a small chamber. The sounds of splorching below fade and it's Camp Time. While we're getting situated, Lazare un-ferrets himself for the first time in days. As he babbles excitedly about having made it this far, I realize that he's eaten anything remotely tasty I had in my backpack. Oh, and there's poop. Fabulous.

Lazare seems a) completely unconcerned about the mess he left in my gear, and b) very excited about uncovering some item of incredible power. He won't discuss either issue any further, however. Everyone settles down to sleep and I discover that cleaning up ferret-wizard crap is something I can do while I trance. Hooray for multitasking.

In the morning, Xicar restores Nineve's sight, and we divvy loot before continuing our exploration.

A staircase spirals upward along the chamber’s far wall, climbing nearly out of sight toward a bright light above. Detailed carvings adorn the walls as we climb the spiraling stairs, depicting many grieving figures paying tribute to Amsophar as he is laid to rest. In several scenes important looking figures stoop to drink from a shallow basin at the feet of Amsophar’s sarcophagus.

Finally, after a seemingly endless climb, we reach a small platform far above the floor of the chamber. Floating motionless is a massive block of stone with the likeness of Amsophar lying at rest carved into the top. At the feet of the block of stone is a shallow silver basin, filled with clear, still water.

Strangely, when we look into the basin, we see not ourselves, but the careworn face of a Storm King, and beyond is clear, blue sky, and clouds, instead of the carved stone ceiling of the chamber.

We shrug and drink the water.

A Vision of the Past:

As we drink the cool water of the basin, we become overwhelmed by a sudden rush of alien, yet strangely familiar memories. The chamber around us swirls away into a vortex of lightning and wind, snow and rain, ending in the utter darkness of the nothingness beyond the stars. For what seems an eternity, we float adrift in silence, the cold perpetuity of the infinite weighing upon us.

Slowly we realize that we are standing on a windy bluff overlooking the ruins of a great city at the bottom of a wide valley. Dark mountains loom faintly in the distance. We begin to hear something else, besides the sighing wind. We start to make out sounds, and then words, as we realize that we stand among a host of Storm Kings, splendid in their war gear. Amsophar, bloodied from recent fighting, reaches the end of a rousing speech.

The demon Queen of Chaos has fallen, and the war is won. However, the day is lost, and he bids all who can hear him to play out their part in the coming battle with valor and bravery.

The statuesque Storm Kings raise their weapons and their voices in salute of their leader, and then split up, moving off toward pre-determined positions. From behind us, Icosiel slaps me on the shoulder and grins. “We have won, my friends! The Queen has been banished beyond the Void!” His face falls, “However, we must retreat. We do not have the strength to face the Wolf-Spider this day. It is fitting that the last battle of this war will be fought so close to the walls of Kaddastrey, is it not? Our only retreat is through those ruins. For all we know, they may be crawling with Obyrinth. Our patrols have not returned, so we shall serve as the vanguard.” Icosiel breaks into a run and shouts over his shoulder, “Come, mayhap we may find a few lost friends, and send a few of Miska’s minions back to the Pit!”

We head off on a scouting mission for Icosiel. The ruins of the once beautiful city are choked with rubble and debris. The few buildings that are not completely collapsed, are little more than hollow shells. Despite the destruction, the graceful architecture and delicate stonework are moving in their splendor. As we approach a domed building, we begin to see signs of violence: a blood splatter, a broken sword, burnt stonework. Then a piercing scream splits the air, coming from the direction of the domed building.

As we reach the top of the rubble, we see a disturbing sight: amidst the bloody remains of several Storm King warriors is a foul and terrible creature, it constantly melts and reforms, apparently drawing each shape from an ever darker nightmare. It chaotically shifts through a dozen monstrous forms, each more horrible than the last as it consumes the remains of the armored warriors, incorporating them into its heaving bulk.

We attack the Lovecraftian horror, but it proves to be quite tenacious. Its friends, including some nasty gene-stealers, join the fray. We cut them all down, but it's a tough fight. Nineve keeps taunting the gene-stealers, but then fails a few saves and has a demon baby. We kill it.

As the last creature falls, quickly dissolving into a pool of smoking goo, we hear the sounds of a pitched battle some distance away. As we make our way toward the sounds of battle, the sky grows dark and cloudy and the wind begins to whistle through the ruins.

Rounding a corner, we catch sight of the battle: Icosiel and several of his warriors are defending themselves from a writhing mass of demonic forms. Directing them is a tall, gaunt, horned demon. Unless we do something, Icosiel’s forces will soon be overwhelmed!

We rush in to help, but we accidentally pull the boss! Somehow the gaunt demon is aware of our approach long before it should be. It turns toward us, darkest evil is seemingly concentrated into this creature’s lean and hungry frame. Oddly jointed limbs extend from its gaunt bipedal form, ending in twitching, clawed digits. Its alien face is warped in a perpetual howl, a starved visage where empty white eyes stare out over a long, writhing tongue protruding from a toothy, fleshless maw. The thing's face twists into a mockery of a grin, and it begins to stalk towards us, seemingly content to leave Icosiel to his fate.

We are hosed. We whittle the demon down as best we can, but we're no match for it. Our only hope is to spread out the damage and keep it off Icosiel until he can get in a better position. We actually manage to make some decent progress on the demon, but we can't keep up with it's damage output. Things start to look bleak when Xicar runs out of healing. Just then, Icosiel leaps onto the fiend's back, stabbing through its heart from behind. Then he vaults onto its shoulders and decapitates it with brutal efficiency, pausing a moment to shear the arching, red-tipped horns from the creature’s head.

The heavy rain soon becomes pounding hail, whipped through the ruins by gales of wind. Icosiel shouts over the tempest: “We must hurry! Miska approaches! You’ve fought bravely, but the time for fighting is over, now we run!”

Icosiel sprints through the driving rain, leaping atop piles of rubble and dancing along crumbling ledges. As the hail pounds against the ancient stone and the wind howls, we distinctly hear Icosiel’s joyful laughter as he runs. Momentarily stunned by the fall of the horned demon, the rest of the demonic horde begins to surge toward us. Time to make our exit.

We careen through the ruins with varying levels of grace. Even in our Storm King bodies, we're all a little winded when we finally catch up with Icosiel in a wide plaza. The young Storm King turns toward us, grinning.

Strangely, time seems to slow. Each hailstone and every raindrop seems to hang suspended in the air as a robed figure appears, as though from nowhere behind and above Icosiel. A globe of compete blackness hovers over a strange metal box in the figure’s clawed hand. Slowly, the globe begins to float toward Icosiel, drawing light, hail, and rain into the void of its nothingness. That's no moon! I barely have time to scream "Noooo!".

Icosiel turns, drawing his swords in a single fluid motion. Too late! The sphere strikes him in the chest and he seems to collapse inward, vanishing in an instant. His weapons fall to the pavement, the tip of his longsword brushing the black sphere, as the suspended hail and rain suddenly crashes down once more.

For an instant, we stand in stunned silence. Then, we notice that the sphere is moving towards Xicar. The charismatic people of the party vie for control of the sphere, largely without success. I try to make my way to the robed figure, but striking him is like cutting through cobwebs. The demon horde descends on us and soon we are forced to give up on strategy and focus on survival. Gene-stealers surround and impregnate Zuko. We kill or chase off most of the demon horde, but in the midst of the madness, Xicar gets eaten by the sphere!!! We don't even have time to react to the loss before a particularly brilliant bolt of lightning momentarily blinds us.

As our vision clears we see Amsophar standing triumphant over the crumpled remains of the robed figure, the smoking swords in his hands. He picks up the strange box, closing it with a snap that we somehow hear clearly over the raging storm. As he does so, the black sphere vanishes as though it had never been.

Amsophar leaps down from his perch, and approaches Icosiel’s remains. He collects his friend’s remaining possessions as the storm suddenly dies down. Amsophar takes a moment to lament Icosiel’s fall, and then turns to our diminished group. “Take these, and guard them forever. They are all that remains of my comrade, and I would not have them lost to the whims of fate.” Suddenly, he seems to realize that the storm has stopped, he looks around, clearly frightened. “Flee! Flee now! Miska is upon us!”

Across the square a monstrous, shadowy form of horror stalks into view. As our vision fades we see Amsophar draw his weapons and advance toward a creature that can only be described as an enormous armored spider with two sleek and terrible wolf heads flanked by four heavily muscled human-like arms. Our vision goes black, we blink, and find ourselves kneeling over the silver basin in Amsophar’s tomb.

Lazare, 31E and Dog are standing over us worriedly. They're very relieved that we've "snapped out of it" and demand to know what happened. Xicar is with us. We're all human(oid) again. We give them the short version: we went on a vision quest.

After a few moments, our focus shifts from ourselves back to Amsophar's sarcophagus. It is now open. With new understanding and respect for this being and his belongings, we take a golden box from the tomb. In it we find a fragment, Amsophar's Ring, and his Circlet. Oh god it's naptime.

We rest and level up. Now that we're refreshed, we can focus on what to do next. The fragment we found is indeed a powerful artifact - it's obviously a piece of the Rod of Seven Parts! But somehow, Lazare is crestfallen! He sulks around, clearly disappointed. I guess he was expecting something else?

Our first order of business is figuring out how we'll get out of here. Xicar has the idea to put the crystal disc in the pool of water...which suddenly turns into an inky black hole! I think it looks a lot like the portal we took to get here. I stick my hand in, and it feels like the portal, too. I glance around at my companions, wearing a mischievous half-grin. Before they can argue, I dive in, taking Dog and all of Amsophar's stuff with me. The party dives in after me.

~Ashe

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Friday, May 21, 2010

Episode 24: 12/19/09

The Party:
Ashelia Raminas, elf ranger 4/rogue/3
Nineve, human knight/7
Xicar, human cleric/7
Haroldur, human wizard 3/cleric 4
Sarek, human wizard 7

We spend a day or so resting and recuperating before heading down the elevator to wherever it goes (if it goes anywhere).

Amazingly, despite the obvious age of the ruin, the elevator works perfectly. There is a smooth, gentle falling motion and a slight feeling of weightlessness, accompanied by a soft "whoosh" as we are whisked to the bottom of the shaft. The doors open with a slight hiss into a large rectangular chamber.

Immediately, we freeze. 2 large crystalline creatures, which appear to be ice elementals, stand guard at the far end of the room. They aren't attacking us yet, but it's obvious they've seen us. They are holding their hands up in an authoritative gesture that obviously means "Come no further".

Around this time I notice that everyone is fixated on what may be our icy doom except Xicar, who is staring, open-mouthed at a featureless spot in the middle of the ceiling. I nudge him with my elbow - this is hardly the time for daydreaming. He rubs his puny man-arm where I bumped him, then points and says "Look, don't you see it? The hole?"

No, I do not. I see a featureless ceiling and two very large, very aggressive looking crystal monsters about 40 feet away. A quick pow-wow with everyone else reveals that I didn't just fail my spot check (like that EVER happens!), there's really nothing there. Xicar sounds delusional, but he's so adamant about the "hole in the ceiling", I can't just dismiss it. I notice he's still clutching Lazare's crystal artifact... Maybe it's having psychotic effects on him? I get him to hand the disc over.

Suddenly, I see it, too. Or more accurately, I see it and Xicar doesn't anymore. There is indeed a perfectly circular hole in the ceiling, the interior of which appears to be lined with the starry night sky! It's really quite beautiful. We pass the disc around so everyone can have a look. We've gotta go up there.

Unfortunately, we can't get to the hole in the ceiling from where we are. Our attempts to communicate with the ice elementals fail, with us addressing them in every language we know and them responding with tinkly, squeaky, cracking noises. Finally, it occurs to someone to ask 31E if he can translate. He informs us that he is fluent in over six million forms of communication. Fortunately for us, Aquan is one of those forms.

Figuring out HOW to talk to the ice elementals took a lot longer than our actual conversation with them. Essentially, they are the guardians of this chamber, they will be forced to attack us if we come any closer, and no, it doesn't matter that we have Icosiel's stuff or the weird crystal disc that lets us see the hole in the ceiling. Turn back or die, yadda yadda yadda.

We charge forward. Xicar dismisses one of the elementals immediately, which really helps. The remaining elemental spits ice at us and generally makes things difficult as we slip and slide along the iced-over floor. It cuts and slams us with its cold, crystal fists, but we eventually destroy the creature. It explodes into a refreshing, cleansing mist of snow. Behind an alcove at the far end of the chamber, Xicar the Wanderer finds some:

Boots of the Mountain King!

We heal up and go check out the hole in the ceiling. Standing under it and looking up, we are each lifted up through the starry tunnel into a small, wondrous chamber, as if by a magical breeze. The top of this beautiful chamber is covered with stars, much like the passage leading to it. The air is comfortably warm, with the slightest breeze on which wafts a light scent of roses. The chamber is made to look and feel like a strange and beautiful garden at night. Here and there the walls are carved with love poetry and romantic scenes. After a bit of translation, we come to the conclusion that this chamber is a loving monument to Amsophar's courtesan. It's quite touching, but not what we're looking for. We have to move on.

Out of ideas, we retrace our steps back to the arrow-shaped room where we were attacked by the wind warriors. It's still a mess. However, this time I look a little more closely and find a hidden door, which leads to a narrow passageway. We head down the corridor and into a dark, sunken room.

The room is full of ogres and shadar-kai. They appear to have recently emerged from a corroded hole in a large iron plate on the floor of the chamber, and seem pretty surprised to see us. We start to fight, but suddenly, everyone freezes as we all hear a loud click. The passage we came through seals shut, and torrents of freezing water begin pouring into the room. Almost instantly it becomes apparent that death by drowning is a more pressing threat than the ogres and shadar-kai.

The raging waters finally pull us into the swirling vortex at the center of the chamber, dragging us down into cold, wet darkness. The roar of the crashing water fills our ears as we fight the current and the freezing water takes our breath away.

It seems we've been flushed into some kind of magical sewer? I don't have any time to figure it out. The water is still crashing down from above, forcing me under the surface. I swim hard against the churning water and pop up in what appears to be a giant tunnel. The freezing river's current carries me on a wild ride, and I twist and dodge as best I can to avoid being smashed against the rocks and debris. Suddenly, I'm holding my breath and swimming for my life as the water forces me into an airless, black tunnel. After what seems like an eternity, I reach the end of the tunnel. I gasp for air and try once again to avoid being pummeled to bits on the rocks as the rushing current carries me downstream at a breakneck pace. The roar of the water is getting louder, and I realize to my horror that I am being carried towards a waterfall. I brace myself. At once, there is a feeling of weightlessness as the torrent pours over a ledge and into blackness...

Slowly, I become aware of a noise, like distant thunder. It is getting closer, louder and louder until I have to see what it could be. I open my eyes and find myself alone in the darkness, lying atop slick, hard stone. The roar of falling water is deafening, and cold spray stings my exposed skin. Memories of my recent terrifying and disorienting experience with the waterfall rush back to me. After a moment, I manage to regain my feet. Nothing appears to be broken, so far; but where is everybody? More alarmingly, WHERE IS MY STUFF?? I do a quick check and realize I am missing both swords, along with my backpack (and everything in it!). This day just keeps getting better.

I pick myself up and start casting about. My companions (or their remains) must be around here somewhere. My keen senses help me somewhat and I locate Haroldur and my backpack almost immediately. I check my backpack - Lazare is still in there, apparently asleep! At any rate, he's definitely alive. We wander around in the darkness searching for whatever we can find. We come upon a battered-looking shadar-kai here and there, but they assume defensive postures and back away wearily - probably doing the same thing we are.

Eventually, we manage to locate all of our companions and most of our stuff! I'm still missing my short sword, and Haroldur can't find his mace, but we all emerge from that disaster more or less intact. Xicar the Wanderer even manages to find some extra Gloves of Lightning lying about.

Reunited, we make camp and get bit of a rest. After some discussion, we decide to follow the direction of the river and head downstream. As we proceed, we hear voices ahead and become aware of more shadar-kai in the next chamber. We burst in and they attack us immediately. The roguish shadar-kai set a frenetic pace, but we keep up and soon manage to overwhelm them. At one point, an umber hulk appears and joins the fray! I guess it decides this room is too dangerous, because after a few minutes it turns and burrows into the wall. None of us are inclined to go after it.

One or two shadar-kai escape, but we wipe out most of what appears to be a scouting party. They have set up camp around a large gaping hole in the ground. Ropes, pitons and other climbing equipment are set up in and around the hole. The shadar-kai must've just climbed up from there recently. We search the camp, and Xicar the Wanderer finds some Gloves of Repulsion (for Sarek!), but nothing else of use or value.

We stare down into the Pitch Black Hole.

~Ashe

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Monday, May 17, 2010

Episode 23:12/5/09

The Party:
Ashelia Raminas, elf ranger-rogue/4-3
Nineve, human knight/7
Xicar, human cleric/7
Haroldur, human wizard 3/cleric 4
Sarek, human wizard 7

With Balabar and his henchmen taken care of, we attempt to formulate a plan. Diamond Lake is a desperate town of refugees, and we just their leader and most of his cronies. Tyrant though he was, Balabar Smenk was maintaining some kind of order, and his death will create a power vacuum that could throw the remaining survivors into anarchy and chaos. And of course, we can't have that.

There is also the minor problem of the dragon. And the fact that we haven't found Lazare (or 31E) yet. However, while we were being poisoned by Balabar, he told us that the cart of offerings to the dragon is always delivered near the Whispering Cairn, and the dragon seems to be hanging out there for some reason. Lazare was also rumored to be at the Whispering Cairn, so it looks like we can kill two birds with one stone here. Yay, us.

After some debate, we decide to leave Tamklar in charge of Diamond Lake while we take the Harkness across the lake to the Whispering Cairn in search of Lazare (and probably the dragon). We also encourage Tamklar to evacuate Diamond Lake as soon as possible. The dragon hasn't been back since the initial attack, and we suspect that it may have been after Lazare, anyway. Even if the dragon does attack them as they evacuate, their only other option at this point is starvation. It's worth the risk to make a break for civilization.

We spend several days getting the survivors in order, fixing the Harkness, and making preparations. A day or so after our showdown with Balabar, we are shocked to see Kullen, wounded but healing, limping into town. Things are tense at first, but he makes it clear that he had no personal grudge against us, nor any special loyalty to Balabar Smenk. Now that Smenk is dead, he has no further beef with us. We accept his apology, and he offers his assistance with the current predicament. We send him to Tamklar, who has taken charge of Diamond Lake and is preparing for the evacuation.

At last our preparations are complete and we are ready to leave for the Whispering Cairn. Tamklar is particularly somber and it's obvious he thinks we're going to die. As we're saying our goodbyes, he suddenly remembers Mossad gave him a package for us before we left the Cabal. It turns out to be a bag of holding (type 1)! On the Harkness, we dump it out and get:

3 scrolls of sending (Keep in touch!)
1 potion of Lesser Restoration (You never know...)
1 scroll of Raise Dead (Just in case.)
1 scroll of Restoration (Hope you won't need this.)
5 potions of Cure Serious Wounds (One for each of you.)

We sail across the lake. In transit, we find Balabar's stash:

zircon ring
800 gp
bronze statuette of a knight
2800 sp
copper horn
adamantine armband w/filigree
2 gold bars worth 200 gp total
copper & silver anklet
onyx sphere w/trees

The trip across goes uneventfully and we disembark into the early December countryside. As we enter the valley containing the Cairn, the air is warmer and misty. We round a bend and see it: a vast red-gold dragon, fast asleep in front of the entrance to the Cairn. A low thrumming comes from its jaws and nostrils, along with wisps of smoke, but its fires are low in slumber. Beneath it, under its limbs and huge coiled tail and all around lay a strange assortment of things; some precious, some little more than trash. This part of the valley is thick with the dragon's scent, and the air is filled with smoke, like fog from the blasted and smoldering hillsides.

We exchange some meaningful glances and silently decide to try to sneak past it without waking it. Unfortunately, as we approach, a thin and piercing ray of red shines from under the dragon's eye. We dive behind a nearby rock. Unhurried, it lifts its massive head and turns its piercing gaze in our direction.

It bids us emerge from our hiding place behind the rock, and since it knows we're there, there's no reason not to. We have a completely unnerving but surprisingly civil conversation with the massive, murderous dragon. The dragon recognizes our scent and claims we meddled in it's affairs in the mountains (Oops.) It seems that Lazare stole something from the dragon while it was out razing Blackwall Keep. The dragon knows Lazare is hiding in the Cairn, and demands in a nonchalant but unquestionable way that we "chase the little worm out of his hole", presumably in exchange for not eating us on the spot. Haroldur brilliantly talks us through, and we enter the Cairn.

It looks like our friend the GRW spent some time blasting and clawing at the entrance. The walls are black with soot and crumbling in places where the rock has been completely baked and shattered. A little inside the destroyed entrance to the Cairn, we find several deceased deranged Imperium cultist bodies, like we've encountered before with 31E in this area. The front end of the tomb is largely like we left it. We advance to the back, the true antechamber to the tomb, and the door that required 31E's key plate to open it. The door is near the end of its closing sequence. We quickly deduce that Lazare and 31E must be in Icosiel's proper tomb, so we go on through, lest we get get sealed out forever!

Inside, things look unchanged, but the previously-docile Wind Warriors impede our progress. We are forced to fight them. This is a very tough fight that nearly claims our lives, but we make it through.

Strangely, the black portal we noticed last time appears to be active. Lazare and 31E must've gone through it. It is labeled "Amsophar". We're badly hurt and we don't know what's on the other side of the portal, so we take a moment to heal up. As we're preparing, Zolara appears.

The Choosing:

Nineve - The Rakshasaa
Haroldur - The Inquisitor
Sarek - The Foreign Trader
Ashe - The Hidden Truth
Xicar - The Wanderer

The Spread:

The Inquisitor The Locksmith The Idiot
The Snakebite The Juggler The Courtesan
The Tyrant The Beating The Eclipse

"Again, the Inquisitor appears, representing you 5 and your unswerving dedication to your purpose. To stand against the Inquisitor is to court disaster. The Snakebite represents recent deception or trickery, perhaps betrayal. The Tyrant, although still a grave threat, is now behind you, although his part may not be fully played out yet.

The Locksmith represents the keys needed to unlock one's destiny or long-hidden secrets. The Juggler here does not represent anything in particular, although I suspect you are soon to meet him in person. The Beating warns of unexpected and overwhelming attack, though not necessarily ambush.

The Idiot represents one who feigns ignorance to disguise one's true gifts. Here, the Courtesan represents two women of power - it would be wisest to be as polite as possible when dealing with them. Aligned as she is, the Courtesan represents a grave danger if the situation is mishandled. The Eclipse is darkness. Beware the dark and those who dwell within it."

Healed up and armed with new knowledge, we step through the portal to Amsophar, or hopefully, his tomb. The blackness is so deep, it is almost viscous. Stepping through it, one gets the dizzying impression of of traversing vast gulfs, a staggering distance, in just a single step. Aside from being a little unnerving, however, we all emerge from the portal unchanged and unharmed.

We step from the inky blackness of the gate into a long, wide stone hallway. Ahead, a pair of brightly lit alcoves illuminates the corridor. A faint breeze brings with it sibilant whispers that sound almost like sighing breath. It is odd, but the effect is almost lifelike. If I didn’t know better, I would think we’d been transported back to the entrance of the Whispering Cairn. Although the effects of vast gulfs of time are evident in the uneven flooring and cracks along the walls, these halls are in far better repair than ruins outside of Diamond Lake. The walls are covered with strange runes and intricate reliefs. Translation of the runes indicates that the reliefs are scenes from Amsophar's life. Farther down the corridor, we encounter an alcove.

A statue of an armored Storm King, left hand resting on a sword, right held up to shield his eyes, stands at the far end of the alcove. The marble statue has sparkling blue gems for eyes and various details made of gold. A beam of bright light shines onto the statue from above, causing the gems to glitter and the stone to glow softly. The walls are carved with delicate reliefs of servants and warriors bowing and saluting. Incorporated into the statue is a removable metal plate, marked with runes that translate as "Wind".

Further down the corridor, we find three more alcoves, almost identical to the first, except for the metal plate. They read "Thunder", "Lightning", and "Ice". We take the plates and move on.

The runes in the next hallway spell out various accolades for Amsophar. However, here and there are phrases that are missing a key word. Immediately after this, the 10 foot wide corridor we've been walking through is crossed by what appears to be another 10 foot wide hallway. My rogue-sense is tingling - this smells like a trap! I insists my companions hang back while I check it out.

As soon as I cross the threshold into the other "hallway" (it's actually just a small room placed perpendicular to the main corridor), a forceful wind blows me clear across the "trap room" and plasters me onto the far wall. There, vents in this side of the room leak a noxious dex-damaging gas! While I'm taking dex damage, I notice our friend Lazare, lying in a heap in the noxious gas. He's obviously been paralyzed by it. After a few seconds, the gust of wind of wind abates and I can move again. I grab Lazare's immobile form, get out my trusty troll-gut rope (with hand grappling hook!), and run back towards my companions, who are still in the safety of the main hallway. I toss the troll hand to my companions and it grabs Nineve. Literally seconds after it stopped, the wind kicks back in. There's no way I would have had time to run back to safety on my own. I can see how Lazare became trapped!

Eventually, my companions manage to pull me and my paralyzed baggage through the gale-force winds and back to safety.

We use a potion of Lesser Restoration on Lazare, who is conscious but very weak. He revives a little and we ask him to explain himself. Why did he abduct 31E? What's he doing in this tomb? What did he steal from the dragon?

Lazare explains that the thing he took from the dragon was a crystal disc. It was the first artifact he found as an adventurer (back in his younger days). He and his companions were set upon by the GRW, and he traded it to the dragon in exchange for their lives. Not surprisingly, the dragon betrayed them and only Lazare escaped. He's been trying to retrieve the artifact ever since. When the dragon finally left his lair (to raze Blackwall Keep), Lazare took advantage of the distraction to reclaim his property.

After years of research, Lazare has deduced that the crystal disc is some sort of key to Amsophar's tomb. He also discovered, partly with our help, that Icosiel's tomb in the Whispering Cairn was linked to Amsophar's tomb. Once he retrieved the artifact, he knew he had to go to the Cairn to see if he is correct.

Lazare also insists that he didn't abduct 31E. He simply went to the Cabal and asked the robot if he'd like to accompany him on his explorations of the Whispering Cairn (and beyond!). As this is part of 31E's programmed directives, he readily agreed. They left the Cabal perhaps without consulting all the proper authorities, as they both deduced that Marten wouldn't be willing to let 31E go.

They made it this far, but Lazare's explorations were cut short by his encounter with the trap. 31E managed to escape somehow, and Lazare doesn't know where he is.

In turn, we tell him about the dragon attack, the fall of Blackwall Keep, and the destruction of Diamond Lake. He seemed genuinely unaware of these activities, and looks more crestfallen with each new bit of terrible news. Nevertheless, it's good to be united with an old friend, and we all agree that it's very lucky for Lazare that we came along when we did!

Lazare must have been stuck in that trap for quite a while - he looks emaciated and very much worse for the wear. We offer him food and drink while we try to figure out the puzzle before us.

After several hours of study, we deduce the missing words in the text and discover these words can be arranged to make the sentence, "Amsophar made war that we might live in peace". Cautiously, I approach the "windy passage", which is still gusting intermittently, and speak what I hope are the key words. Immediately, the wind abates, and we advance unmolested.

As we're celebrating our victory over the trap, 31E emerges from around the next crossing. Apparently he made it past the first trap, only to be claimed by the second. Of course, we're thrilled to see him. We repair him and he attaches the new leg (he was very surprised we managed to find one!).

While 31E is putting himself back together, we mention that we think we know what his mechanical scarab is for. We tell him about the ones we saw in Jakardos's lab back in Blackwall Keep. 31E is skeptical, but we convince him to try it. Fortunately, I was thinking ahead, so I just happen to have an accurate atlas of like, the entire known world! We roll it out and set the scarab on the map. It whirs and clicks and skitters in a straight line for the Whispering Cairn, where it sits, fluttering its mechanical wings intermittently. This seems to ring some bells for 31E, because he makes a strange face (as much as a construct CAN make a face), and says "Of course. The scarab is currently programmed to display my original mission objective." He picks it up and fiddles with it a little, explaining that he can alter the scarab's function to display our current location. He sets it back down and we all gasp as it skitters completely across the map, coming to rest in an unknown mountain range thousands of miles from Caledon.

That's... a bit of a shock. But, there's no sense in worrying about it now; we have a Storm King tomb to explore! At this point, Lazare, who looks really exhausted, apologizes for not being much use to us. He hands the hard-won crystal disc to Xicar, and then quite unexpectedly polymorphs into a ferret and crawls into my backpack. Will wonders never cease? We take the opportunity to rest and regroup a bit before venturing forth.

We descend an elegant staircase and enter a large central room. The octagonal chamber is lit by six floating lanterns that hover around a central statue of some strange metal. The statue depicts Amsophar clad in armor and lounging in a throne. One hand rests lazily on the pommel of a sword, while the other is stretched out languidly along the back of the throne, casually pointing across the chamber, seemingly at nothing in particular. A thick, swirling fog obscures the ceiling far above. A series of 4 intricate reliefs decorate the walls of this magnificent chamber. Numerous small items: coins, jewelry, statuettes, and other small objects litter the statue’s rune-carved pedestal.

As we approach, thick mist swirls upon the reliefs, animating them strangely. I take rubbings of everything:

Relief #1: This relief shows Amsophar at a great battle fighting twisted creatures of chaos against impossible odds.

Relief #2: This relief shows Amsophar avenging the death of Icosiel, striking down a terrible robed figure wielding an orb that seems to destroy anything it touches.

Relief #3: This relief shows Amsophar wielding a long rod or staff against a tremendous form of writhing darkness and horror. Amsophar triumphs, but his staff shatters into 7 pieces, and he collapses to his knees.

Relief #4: This panel shows Amsophar being struck down by a hideous creature with the body of a great spider and the head of a wolf. The creature appears to sneak up behind him and strike while Amsophar is recovering from an earlier battle.

We eventually discover that with a bit of elbow grease, the statue rotates counter-clockwise. Each rotation seems to point the sword at a doorway. We rotate it one click, and the stone panel of the relevant door slides into the ceiling revealing a small chamber beyond. Simultaneously, a booming voice erupts from the statue and Order's Wrath washes harmlessly over the party. Then, the mist on the ceiling coalesces into 4 Belkars that descend on us menacingly...

We brace for impact and Sarek kicks things off with a fireball. With 31E's help, we destroy the Belkars. Xicar the Wanderer checks the rubble and finds:

an emerald worth 1000 gp!

At the back of the small chamber we discovered, we see a serious of identical runes. One is missing. It matches the "Wind" plate we have, so we place it in the empty slot. Nothing happens.

We rotate the statue another click. This the floor of this small chamber is 20 feet below the level of the main room. It has what looks like a small passageway at the bottom, on the far wall. I volunteer to check it for traps. I borrow Nineve's ring of Featherfall and jump down... only to fall UP! Apparently, I've triggered a Reverse Gravity trap! I fall up 80 feet (luckily taking no damage, thanks to Nineve)! Eventually my companions drop a rope up to me and pull me down out of the trap.

We rotate the state again and find another small chamber with a missing rune. We slot in the "Thunder" plate and nothing nasty happens to us.

We rotate the statue another click and reveal a tubular elevator down. We're not quite ready to leave the main chamber yet, so we decide to come back to this one.

The next rotation reveals just an empty room. I step inside to look for a secret door or something, and the panel slams shut! Yelling through the wall, Nineve tells me that as the door closed, the statue rotated forward two clicks! They can't move it back - they'll have to go all the way around again. About this time I realize the ceiling in my little death chamber is getting lower and lower...

Everybody struggles to turn the statue back around in time. A fair bit of fumbling occurs. When the door opens again, I have to roll out into the central chamber - I was flat on my belly with about 5 inches from floor to ceiling! Casting a sardonic gaze over the three puny men, I advise my companions against the "Ceiling Trap of Doom" weight-loss plan.

The next two chambers are more rune puzzles. We slot in the appropriate runes and move on.

The last chamber is a hole. Just a hole straight down. There is a little bit of debate, but Nineve's unnatural fear of elevators wins out and we descend down the pit instead. At the bottom, the pit opens up into a beautiful arrow-shaped room. Elegant marble columns and statuary grace the chamber, along with a bunch of Wind Warriors who promptly try to kill us. We fight our way tooth and nail through the whole mess of them, covering the previously-pristine chamber with blood (ours) and bits of ceramic armor (theirs). Xicar the Wanderer pokes through the debris and finds some Oil of Greater Magic Weapon +5! Then, we use my trusty troll gut grappling hook rope to get the hell outta Dodge.

~Ashe

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