Monday, 17 December 2012

Ch3, Part 6: Escape from House Arkonas

The rest the night and reenter the maze. They meet Vimanda at the agreed meeting spot and agree to a truce. She leaves them to explore the maze.

The heroes begin the painful exploration of the maze, there are a few traps and oddities encounter but none pose any real threat (or interest) to the heroes. Eventually they take to tampering the glowing sphere room. They quickly deduce that the spheres are teleportation spheres but struggle to learn much about where they go. Mandraiv sends several summoned creatures through the spheres but learns little.

They then start pulling the levers experimenting with combinations. One lever turns the rooms but it doesn't reveal a way through the maze. They other level they eventually learn changes the teleport destination of the spheres.

Thanks to more summoned creatures they learn that three lead to known rooms in the maze, however the forth no summoned creature returns from. Eventually the heroes suck it up and start filing through. (The teleporting spheres can only take one person at the time).

The sphere leads to a throne room of sorts, with a manacled Vencarlo and a half-lion and half-demon woman guarding it.

The heroes battle it with ease, Watson killing it quickly thanks to a flank with Gritt.

Vencarlo is rescued at last and the heroes learn that Neolandus wasn't sent into the maze but else where in the dungeons.


The heroes eventually exit the maze and find an illusionary wall leading to another section. Inside they find a torture chamber, completed witha six armed and three faced female torturer and Neolandus on the rack.

The torturer us dispatched with ease and the final prisoner is rescued. A search reveals only the mechanism of the turning rooms. Giant undead elephants turning wheels and gears.

The heroes leave, fully expecting a trap when they exit the dungeons.

There is a brief interlude when a giant flying reefclass rises out of the water chamber with the switch back suspension bridges, but it is easily shot down. A well times headshot from a grappled Hellious killing it.

Upon exit, Vimanda rejoins them promising to help them face Glorio. Sure they quickly face Glorio who has little time for the treachory of Vimanda (and the failure in his eyes of the heroes killing her).

Glorio uses the rare dust of disappearance to cause havoc while some more Rakshasa cousins of his bomnbard the heroes with spells. While Glorio fights he chides Watson on accepting gifts from strangers and it is implied it has allowed Glorio to spy on the heroes.

Glorio has learnt the heroes tactics well, quickly slaying Mandraiv (and therefore Artox) and then concentrating on Sol,Hellious and Sparrowhawk. All fall mercilessly and the heroes quickly flee, crashing through a window and dragging their mortally wounded friends to safety.

They leave behind Vimanda battling a very angry Glorio.


Encounter
Grit
Helious
Mandraiv
Sparrowhawk
Sol
Watson
Pre-session
53,571
50,471
57,071
50,321
54,421
50,971
Level
8
7
8
7
8
7
rp: Deal with vimanda
3200
3200
3200
3200
3200
3200
Stinging wasps trap
533
533
533
533
533
533
Iron caskets trap
533
533
533
533
533
533
sword statue trap
800
800
800
800
800
800
Sivit
1600
1600
1600
1600
1600
1600
rp: Saving Vencarlo
1600
1600
1600
1600
1600
1600
Three face woman
1067
1067
1067
1067
1067
1067
rp: Saving Neolandus
1600
1600
1600
1600
1600
1600
Enormous Reefclaw
1600
1600
1600
1600
1600
1600
Battle and escape from House Arkonas
3200
3200
3200
3200
3200
3200
rp: chief tea maker
800
Total
70,104
66,204
72,804
66,054
70,154
66,704

Sunday, 16 December 2012

Ch 3, Part 5: The Vixen


The heroes return to the healing pool and cure their insanity struck companions, after which they continue their exploration of the maze. They deduce that the maze is made up revolving sections like a large cogs.

After some exploration they encounter a room filled with animated tiger heads who quickly attack the heroes. They are powerful and used their large heads to grapple and pull the heroes into the room. The heroes however are resilient and they eventually destroy the heads.

Not long after a humanoid resembling a fox, enters the room. She is quick to attack and long battle occurs. She is hard to hit and has the same resistance to weapons to the snake headed person they fought earlier. A Rakshasa.

They fight continues in equilibrium where neither the fox or the heroes seem to have a clear upper hand. Eventual the fighting stops long enough for the heroes and the fox person to talk.

She suggests that this fighting is pointless and that they should work together to defeat Glorio, the head of her family. She tells them that they were sent here to kill her and that they should work with her to return the favour. She informs that he will almost certain slay them when they try to leave the maze.

She wants them to abandon the maze and face Glorio with her. She shows no interest in finding the Vencarlo and the Sensaschal. They ask her for help in getting through the maze and saving them, but she declines. She says she cannot help them due to family politics.


Encounter
Grit
Helious
Mandraiv
Sparrowhawk
Sol
Watson
Pre-session
52,504
49,404
55,204
49,254
52,554
49,904
Level
8th
7th
8th
7th
8th
7th
journals
800
biting tigers
1067
1067
1067
1067
1067
1067
Vimanda (withheld)
0
0
0
0
0
0
rp: chief tea maker
800
Total
53,571
50,471
57,071
50,321
54,421
50,971

Friday, 23 November 2012

Mandraiv's Diary 18



Sorry, but I really don't remember all of the details about the layout or the impact of the symbol  spells.  I think this is something approaching right though.

Unfortunately, before we were prepared the next day, the fungal skeletons returned, oozing out of the ground at some ridiculous hour of the morning.  Apparently they’d been regenerating overnight.  Fortunately, they were not fully recovered from the beating we handed them earlier, and this time they were much easier to defeat.  The dwarf then immediately lit a torch and proceeded to burn their remains to a fine, powdery ash.  That should stop them coming back.  We then settled back to sleep until the cleric was ready, and we all had our poisons taken care of, and until the cleric had some spells again in order to continue.  

We finally moved on, and found that the labyrinth entrance room led down to a pool of water with a pier and barge, and a couple of rooms.  There was a bedroom with little of note in it apart from a couple of sculptures, and a huge room, a temple, that contained a man with a cobra’s head and a couple of massive snakes.  Good old four-arms managed to once again talk us into a fight, and we were able to easily take out the snakes, but the snake headed man was another matter.  Fortunately, I summoned a couple of lantern archons to help us during the fight, and they recognised the beast for a rakshasa, some type of evil outsider.  They have to be evil – this one fought us.  Unfortunately, that was about all that the stupid little balls of light knew.  But we had discovered for ourselves that the thing was very difficult to hit, hard to grapple, and nigh-on impervious to damage.  We’ll need to come up with some way to harm these things, as there are bound to be more of them – silver didn’t work.  Hopefully blessing some weapons, and maybe trying cold iron or something will do the trick.

After defeating the rakshasa and his minions, we searched thoroughly.  I established that the pool did, in fact lead to open water through the use of a couple of water elementals, and presumably the wall at the end of the cavern is an illusion – there isn’t much point to a boat in a cave with only underwater access to the outside.  Although maybe there is a way through at low tide.  We were also able to discover a secret door which led to an unbelievably long (maybe even 100’), winding passage leading into the labyrinth proper.

The passage ended in a room where we found one of these magical labyrinth levers the man upstairs told us about.  Pulling it resulted in a feeling of rotation, and the opening to this room changing from leading back the way we came to a new room.  

Unfortunately, this room was magically trapped, a symbol of pain spell.  Pretty much all of us writhed on the floor in agony for a minute or two, then the feeling went away.  I handled it manfully, of course, although it was amusing to hear mutterings of “puny human” from four-arms through gritted teeth as he apparently cursed his own nature as the cause of his discomfort.  This room also contained a couple of doors and a pool of crystal clear water.  After I established that the pool wasn’t magical, the warrior immediately helped himself to a drink.  Within moments he went pale, at which point the cleric established that the water was poisonous.  Apparently suffering no ill effects regardless, he sensibly decided that one taste was enough.

The first door led into a room with three chests, apparently complete with traps, or at least the first one was.  After struggling with things like poison and poison gas, we got to the third chest.  This one wasn’t trapped, but did contain a small, poisonous snake.  Bit of a theme going here, but fortunately we also managed to retrieve a few restorative potions from it.  

This room contained nothing but another symbol. A sleep symbol.  This time, as four-arms muttered about the various puny qualities of humanity I was inclined to agree, as a little elf blood is all one needs to be rendered immune to such afflictions.  Regardless, as long as we are finding these symbols only in empty rooms, they are much less of a threat than if they were in populated sections of this unpleasant place. 

We also found another pool of crystal clear water.  Not poisonous this time, although the warrior was sensible enough to wait for the verdict this time before drinking.  This pool, it seems, may actually be helpful to us – the waters have a powerful healing effect, although attempts to remove the water in canteens and such resulted in it reverting to a dirty, almost muddy state with no helpful properties at all.  As well as healing waters, we discovered a couple more symbols.  The symbol of stunning was amusing, with the warrior triggering it and then standing around with glazed eyes for a minute or two, and then the next symbol had him running for his life.  Must have looked like some kind of bug.

Having explored all available options, we moved to trigger another laby-lever, and then all manner of things went wrong as another symbol went off, this one causing insanity in a couple of us.  That was irritating enough, but was made significantly worse when four-arms attempted to disable the trap and caused it to go off again.  This time, almost everyone was affected.  

The result of four-arms bungling was a suddenly dangerous situation.  With most of the group suddenly dangerous, and only four-arms and myself free to act normally, we needed to disable everyone fast.  Preferably without killing them.  In the end we managed it, although it was a very disturbing time with people like the warrior, the gun nut and even the ugly chick at various times coming within infinitesimally small margins of attacking me.  This was remarkably unpleasant, but a few summoned minions were able, in the end, to provide sufficient targets for my more sanitally challenged companions.  Hopefully the healing pool will be a powerful enough magic to restore sanity to these nut-cases.  Hopefully a little time resting on his home plane will be enough to restore sense to Artox too.  And I hope we’ve seen the last of these symbol spells.  They are really getting old.  Especially with what I know of some of the most dangerous of them.  I haven’t told everyone else about my concerns regarding say a symbol of death – I’m worried that some may become unmanned by the thought and decide that we don’t need to rescue the sword master after all.  Although come to think of it, I can’t really remember why we need to myself, and the man with evidence against the queen is only relevant if we don’t want to use force to usurp her, so maybe we really should just leave.  On the other hand, it is another opportunity for me to show my leadership of this band of misfits, and maybe reduce their petty bickering and denials over my position with them.