9/28/14

Session 34

September 28th, 2014 - 12th of Harvester (High Summer) 580 CY

- The companions ponder their situation. Do the gates lead to important components of the "key" to the Temple? Are they merely distractions and possibly death traps? They decide to ruminate upon their dilemma while exploring other areas of the interdiction.
- Melath explores ahead and comes upon a room of loamy earth. As he signals forth the other members of the party, vaguely humanoid-shaped fungi spring forth from the soil and attack with their gangly tentacles. Smaller, hooting versions of the squat creatures break through the earth and seem to wither in the light of Zohar's magically lit coin. The larger violet colored mushrooms leave a rotting disease upon Melath's arm - yet they are easily destroyed by the lit spheres of Zohar and some Pelorian magical missiles. Neirdre calls forth the powers of Pelor to heal the putrescence afflicting Melath. Neirdre reveals something magical in the center of the room and Rennard, tied to his friends, wades in and retrieves the ivory case.
- The companions move on to another room with walls depicting fungi triumphant. There is also a non-descript armchair. The adjoining room contains four highly suspicious suits of armor. Rennard concentrates and detects an evil emanation. As he enters the room, the metal constructs animate and attack! Rennard battles with his sword while Zohar casts forth a lightning spell, which appears to not affect the monsters. After some time and wasted spell casting, it is determined that the creatures can only be affected by mundane means. Zohar throws caution to the wind and invokes the powers of his mysterious wand dropping one of the creatures in a deep pit. Rivermist and Neirdre chip away at them with their respective weapons. Melath's inexplicable clumsiness rises to the forefront. Insects are summoned. Eventually the clanging, metal creatures are destroyed. A strange scream is heard, or was it... Cackling? The companions bind their wounds and move on.
- Melath, scouting ahead, comes to a long corridor which abuts a tapestry shrouding the room beyond. He notices four dusty stones sitting in a niche opposite the tapestry. An eerie chuckle is heard from beyond the tapestry. The rest arrive to meet him while he takes a peek under the tapestry. The old crone he sees staring directly at him distresses, especially as Rennard whispers that she is of a great and ancient evil. Melath stands and extracts a stone from the niche. His wrist is immediately met by a blade slicing down from inside the niche. He draws back a bloody stump, his dismembered hand flopping to the floor. Neirdre rushes to staunch the bloody wound and successfully and expediently dresses the wound. Melath gathers what was once "his."
- In the meantime, distracted by the ineffable evil, Rennard draws back the tapestry and enters the chamber beyond. He discovers, kneeling before him, the crone that Melath spied. She begs for the Paladin's help in escaping her prison and former home. She offers the electrum pillar as a gift for helping to achieve her egress. The stoic Cuthbertine ignores her pleas. Meanwhile, Rivermist and Zohar make their appearance in the throne room of the demoness Zuggtmoy. The Druid calls forth her magical rope to constrain the hag. The crone seems to cringe as the rope entwines her limbs. She again pleads with the good knight for her release. She offers the gold pillar for her release. Again, the knight ignores her pleas. She then disappears from sight, the rope falling to the stairs of the dais. Zohar retreats to the corridor. Melath has disengaged from the group and is communing with Skritch, his familiar. Neirdre witnesses the disappearance of the crone as he steps beyond the tapestry.
- Back in the corridor Zohar uses his psionic ability to move the four stones from the niche without physically touching them. The traps spring and Zohar is affected only by a lightning trap. he takes minimal damage. The back side of the niche opens to reveal a small room containing magical implements. Melath explores the hallway for hidden doors and traps and discovers only the twin of the southern secret door through which they entered on the north side of the corridor. Rennard hears, seemingly in his own thoughts, the voice of the old crone offering up the last and most precious of the three pillars, the platinum. His resolve is strong, his mettle true.
- The party, with the help of the elven Druidess' rope, retrieves the items from the trapped room. With a lingering thought from the demoness - "Thieves!" - they take their exit. Beyond short encounters with some two-headed giants and oblivious trolls, the party heads to Nulb to reflect on their experiences and identify the loot garnered from the evil edifice.

4 comments:

Unknown said...

Oh, all I want for Christmas is my fully functional hand...

Unknown said...

Dolor (Enchantment/Charm)


Level: 5 Range: 1''
Components: VS Duration: 2 rounds
Casting Time: 5s Area of Effect: 1 creature
Saving Throw: Special

By means of this spell, the caster attemps to force compliance or obedience from some oppositely aligned or hostile creature from a plane foreign to that of the spell caster. The dweomer causes unease in the creature in question during its mere reading, and on the round therafter, the subject becomes nervous and filled with doubts, while on the last round of effect the creature actually feels a dull, all-encompassing dolor. The inital effects cause the subject creature to make all saving throws versus commands and non-offensive spells (including charms) at -1 (-5%) on the dice rolled to determine whether or not it resists, the adjustment favouring compliance. The secondary effects cause the adjustement to go to -2. the tertiary effects brings with it an adjustement of -3. Thereafter, the creature is no longer affected.

The verbal component of the spell must deal with the class of the creature in question, containing as much information as possible about the subject creature.

When uttering the spell, the magic-user can be mentally assailed by the creature if the subject has a higher intelligence than the spell caster. In such a case the creature has a 5% chance per point of superior intelligence of effectively charming and dominating the magic-user. In the case of such control, the creature will then do with the spell caster as its alignment dictates. If the spell caster is distracted or interrupted during the casting of the spell, the subject creature is able, to automatically effect the charm and domination.

Unknown said...

We need to hunt down this spell. Also I believe we already have a cleric that can cast abjure. We need to buy a scroll with abjure so that it can be cast by a higher level cleric with greater effect. Most likely if we destroy the skull zuggtmoy will be sent back to the abyss - but this is a homegrown module so you never know. Wink, wink, Brett.

Unknown said...

So is "Dolor" your own spell, Stevve? If so, you are going to have to find someone to research it. It's certain that none of the moat house men can. Also, how the hell would Rennard know thing one about a spell of this sort?

You all are certainly welcome to try to abjure her...

By the way, Stevve, my name is spelled with one tee.

Hugs and kisses.