Legacy of Heroes

Session 12
23 June 2013

Session 23 June 2013

Once the travellers have rested in the sunken pyramid they make their way back to Thygasha to see the prince and his consortium. As they approach the city they notice there are fewer guards on the wall. The ones that are there are walking around a lot more. The queue to get in is a lot longer than last they arrived. The party do not bother heading in here and go straight to the palace. The guard that stops them asks Jock if he vouches for the new party members. The palace is filthy in comparison to the last time they were here.

They ask what is going on in the city. No-one in the city has slept in weeks. They believe this has something to do with the temple of sleepless nights. Jock pulls out the head of Ter Radkad and it turns out that he was the prince’s uncle.

The Fellowship of Terror has never acted against the city. The adventurers ask the priests and the prince if they know any connection between the Fellowship and ministry of wind. Jock suggests the party shows them the parchment with the elemental points on it. They send for Bartholomew. When he arrives they notice he is really old. Not frail in anyway especially in this age. He asks why he has been brought here and Willowbark hands him the parchment. He tells the group that heat is incorrect and they should have been looking for flame. He will investigate this further whilst the party is away at the temple of sleepless nights.

The heroes head off to try and find the temple of sleepless nights. They start trying to find tracks that would lead them to the temple. There are dog tracks and Cathbad can smell them and sense their movements. They are herding them towards the abandoned homestead. The party arrives at the farmstead and the atmosphere is eerie and frightening. Thraeko figures out early on that they are illusions. These illusions can be only described as cliché. Willowbark consumes some sand and falls over from the effects. She goes onto hallucinate about a bar scene in which she sees a beautiful man. He seems obviously evil and he bites her neck. She believes immediately he is a vampire but wakes up. She is covered in sweat. She looks towards the silo and it is now a stone tower.

Willowbark is seeing things with unbelievable clarity. She searches for tracks going towards the tower. There are humanoid tracks that have been going towards the tower. As the group approaches a hawk soars down towards them. It flies straight into the ground. The hawk disappears once it stands up again. Willowbark knocks on the door and turns in terror to run. They hear someone inside freaking out. Jock tries to scare him out and he tells them to go away.

Thraeko and Conrad get the door to fall in and then Thraeko casts an illusion that sends can canning dinosaurs into the room. When the party enters they see ogres, 4 of them. The robed cleric runs to attack Jock and lands a pedestrian attack. Jock retaliates and kills him with two quick blows. Jock then turns and hacks into an ogre. Haxor fires an arrow at one ogre and it gets pinned to the wall dead. Cathbad jumps on the last remaining ogre and rides it around clawing and scratching.

They search the cleric. The robe looked pretty but now it is grey and dull. Thraeko finds a secret door. There is a rough hewn passage way heading east. They head down this narrow corridor to see what lies beyond. The passage descends then ascends again. They come out to the back of a barn the roof of which is partially collapsed. There are 12 horses in the barn that become nervous about the dinosaur. He changes shape into a horse and tries to communicate with them. When Cathbad is satisfied he has exhausted his options here they follow Willowbark and Cathbad to a well. They hear a crying child down the well. In dinosaur form Cathbad climbs down and sees 7 armed men standing in the water. Jock jumps down after him. Jock does an amazing tumble and surprises the men with a quick attack. Jock goes into a mild frenzy and kills 6 of the men whilst Cathbad dispatches 1.

There is a chamber beyond with half of an egg shaped orb. At a cursory glance Jock thinks it could be the other half of the one they saw in the pyramid. The open area is baron bar a pentagram with the orb at the centre. As Jock approaches he looks for traps and other things. Willowbark picks up the orb. She hears a voice in her head saying “Never let me go, reunite me”. She tries to get the other half of the orb off Jock. He refuses to give it to her and she continues to insist. They search around and they find an illusionary wall. Cathbad goes through and sees a whirling trippy room. He comes out in a corridor obscured by spider webs. He staggers back and then the party follows along through the weird room. Jock follows him as the illusionary room frightens him. They all head to the passage that goes south east. Cathbad has calmed down now and slowed in his pace. They head into a small room that appears to be used for alchemy. It shows signs of recent use. Whilst looking around the room Thraeko finds a flask containing about 1 litre of mercury.

Leaving all the chemicals for now they move on. The come to a trap that would have been concealed by an illusion but is visible due to Thraeko and Jock sees a way to set it off safely. They continue down and come to a y intersection. They head down the more travelled way. They come to a room with a large sleeping red dragon.

Thraeko casts invisibility and approaches the dragon to see if it is an illusion. The dragon disappears but Thraeko didn’t as he can’t cast his spell. They go on North West beyond the dragon. They then keep selecting directions at all the cross roads. They come to a room full of stalagmites and a pile of remains. Jock finds a cut turquoise the size of a baby’s head.

Session 11
09 June 2013

Session 09 June 2013

The party is currently in the lowest level of the tower that unwillingly draws teleported individuals. As they regroup 2 more unwitting travellers appear upstairs and make their way down. The wizard is involved with the ministry of winds. He claims he is a low level employee that knows little of their politics. As they keep discussing affairs a human and an elf wander down the stairs. They seem to be the kinds who are very confused to their surroundings. They tag along with the travellers as they can’t go back to the spot that they teleported from.

After a rest they are sent back to the pyramid of Kadar. After they come to the conclusion that there is little movement in the area the champions head to the hospital door and find that the 2 bugbears they locked in there are still held within. The bugbears have a message from Ter Radkad. He tells them he is willing to talk before he kills them. The adventurers try to form a plan. The idea of summoning an elemental is thrown around. The old plan of luring him out is discussed but they then contemplate scrying. Now they decide to use Cathbad to lure him out as a captive.

The warrior bugbear leads Cathbad up to a curtained area where Ter Radkad should be. There are 4 lounging bugbears with Halberds. They question Vrock and the druid as to why they are there. They stand to attention as they let them through to Ter Radkad. There he is, Ter Radkad, a powerful looking man waiting behind his desk. He questions the bugbear and Cathbad and seems to be willing to follow them to see Jock. Conrad casts silence and this really turns this to the party’s favour. Ter Radkad cannot cast spells so he drops a portable hole. As he drops in many of the party follows and they kill him quite easily. Conrad carries the body of and they begin to go through his possessions.

Heading in to the wizards chamber they find a few things of interest. There is a black sphere. They find a parchment with 8 things written around a supposed goal. There is water, wind (ministry of winds), air, heart (why can’t we find anything relevant?), fire, glass (prism), earth, mud (the mud sorcerer).

Basalt searches for locks on an oak box and within there are leather bound books. In the next room there is a diorama of the city that surrounds a pyramid. The final room is lavish and has a feather bed. Jock takes a potion of haste from under the bed. They remember to take Ter Radkad’s head as proof. In the lab they find vials containing substances labelled as elf blood, dark reaver powder, treant sap, goul touch, aqua regia and a large decanter.

Once they are satisfied they have taken everything of interest, the adventurers try to find their way out. The group manage to get out and head back to the half buried vault to collect everything they stashed their prior to heading to this pyramid.

Session 10
26 May 2013

Session 26 May 2013

The adventurers are in the tower that seems to be a transportation trap for those shifting through time and space via the use of magic or inter planer means. Below them, they are told, is a cryo-hydra a mere 2 floors beneath where they are now. They are assuming the tower is connected to the ministry of winds.

The level they are on is about half way up the tower as best they can figure. Looking out a window, no party members recognise any land marks but they are not in the desert any more.

Goolanmerth the Cleric was living in the tower when the party arrived. He wishes to follow the heroes at this time as they will most likely be able to dispatch the hydra better than he could. Willowbark searches the level they are on but finds nothing. Conrad has more luck and finds a small box. Basalt picks the lock on the box. There is a wand, necklace and spectacles contained within. They also find a book under the bed. =TD6

The wand has the term ‘Make Parrot’ engraved on the side. The necklace has 5 fire infused pearls, and the spectacles are definitely magical but seemed to only be tuned to the spell book found.

They make their way down the stairs and see a bronze sculpture that stands quite tall. Very abstract in nature the statue does not look like anything. Jock approaches but is attacked, surprised by something biting him. The creatures are insectoid with triangular mouths. 2 appear to attack again. Jock takes out those 2 then realises there are several more. He steps further in to allow his companions in the room. The group manages to kill them, all bar 1, which they try to capture. It disappears when it regains consciousness.

The statue contains 8 golden pearls that Willowbark starts taking immediately. There doesn’t seem to be any traps. Searching for secret doors yields no results.

They head down to the next level. Crowded in marble furnishings they see lots of miscellaneous goods. They notice the carcass of a desecrated griffin hanging over head. Thraeko finds some sun rods. In the room is a small barrel, with what can only be described as a ring pull on it. It apparently reads ‘for Jock’. It turns out there is a demon called a ‘for jock’ and this green jam substance found inside, would be a deterrent to said beast.

Thraeko sends down his chameleon to investigate. The hydra is below them and there are no other rooms on this level. The companions head back up to the level 3 up from here to rest for the night. They meet with the cleric and the unicorn and tell them they plan to attack the hydra after a nights rest. Those in the party capable of casting magic prepare their spells for the battle to come. They rest and make their way down again.

They prepare for battle in the entrance. Thraeko summons illusionary soldiers behind the hydra as a distraction. Cathbad summons two minions and Ethelblue summons three bison to defend him.

Cathbad takes Fleshraker form and 4 Summoned Fleshrakers appear. There are 3 Summoned Celestial Bison, 2 Celestial Riding Dogs and 4 Illusionary soldiers along with the party.

The party’s planning has led them to a great victory over the many headed hydra. Jock spends many hours skinning the fallen beast for his leather working kit.

Cathbad sends the summoned creatures off to the next level and the wizard on said level panics and summons a multicoloured sphere to protect himself. The party runs down after. The wizard makes himself known as Kasioppar. He congratulates the group for their efforts upstairs. It is said he controls the tower. It is revealed he is working for the ministry of wind. Although he is grateful the champions have dispatched his biggest problem, he does want them gone. He offers to send them back and after some convincing will grant the party members some requests in the form of a reward.

12 May 2013

After exhausting all possibilities the party decide to go down the spiral staircase. They enter a room that contains 2 tables. On one of the tables is a naked man and standing over him are 2 human females. 1 with dark hair and a greatsword and the 2nd wearing a helmet with tentacles. Conrad casts detect evil and as a result they both come up as evil. Willowbark takes the initiative and begins combat by shooting them in the back. After the 2 women have been knocked unconscious by the party, Thraeko binds up woman 1 and Ethelblue heals 2nd woman. Willowbark rips off the tentacle helmet from the 2nd woman. Jock, Cathbad and Thraeko are captivated by her beauty and are temporarily blinded. It turns out she is a Nymph called Wistamock and the other woman is a Succubi called Pandera. After the effects wear off the men, they find out that Wistamock has been stuck in this room for 1 year when she cast a Dimension Door spell and ended up here. Pandera bought a faulty scroll off a merchant several months ago and ended up teleporting here as well.They find out that there is a Naga at the top of the spiral staircase that they cant access. They also meet the naked man who is a sorceror called Vern Taro who cast a Dimension door in the Imperial Academy and also ended up here.After no more information is got out of Pandera, she is executed. The room contained magical items consisting of an amulet(transmutation), a magical mace, a cloak(abjerration), a wand (enchantment) and 2 potions(necromancy and transmutation). TD7.
The party leave Wistamock in the room and continue down the spiral staricase to the next level.They enter a room with a Rearing White Unicorn and a humanoid covered in barbs and spines who have been frozen in ice. A magic sphere is hovering in the air and launches itself at Jock who fails to dodge and takes some minor ice damage. Vern Taro casts Fireball at the sphere and it vanishes but also the spell melts the 2 statues. The party see the unicorn and the humanoid, which turns out to be a Devil, and decide to centre their attacks on the Devil. The Unicorn joins the fray. After dispatching the Devil with little effort the Unicorn speaks and thanks us for freeing him. His name is Whitehorn (Harry as he has been nicknamed by Cathbad)and tells us he has been imprisoned here for 16 years. He cast a teleport spell and somehow ended up here in this room. He was supposed to deliver a message to a wizard called Murchad and wont reveal what it was.Whitehorn casts another teleport spell, disappears and several minutes later comes trotting down the spiral staircase back into the room. It seems he cant teleport out. Whitehorn tells of a cryo hydra somewhere below on another level. He decides to go back up to the previous room and spend his time with Wistamock the Nymph while the heroes fight their way out of the tower.
Cathbad in dinosaur form descends to the next floor. This floor has several rooms that are full of niches, wall tapestries, several bronze statues and a long table. Willowbark follows and they encounter a voice from behind one of the tapestries. A human man in plate armour comes out and talks to Willowbark. He is called Goolanmirf the cleric and has been here for 1 month. He used a plane-shift spell and (surprise Surprise) ended up here in the tower. The rest of the party join. The room also has windows, and looking through, the party can see they are in a tower on the coastline. Information provided by Goolanmirf- 3rd floor is a warehouse with nothing of any value, 4th level has Ethereal creatures that ignore/wont touch Goolanmirf and the 5th floor contains the cryo hydra. We ask if he would be interested in joining us to fight through the next levels and he agrees to acompany us, but act only in a supported healing capacity. Willowbark goes back up 2 levels and asks for Whitehorns help, he agrees, Wistamock declines as the males in the company would fall for her charms and not do anything. Willowbark and Whitehorn descend back to the party. It seems the only way out is through the cryo hydra.

28 April 2013

After the party decide the only plan is to ambush Teradkad in the cells they proceed to the cell area. They clear out a room full of bugbears then move on down the corridor to the next door. While everyone debates what to do, Willowbark just opens the door and steps into the room. She encounters a room full of Goblins who think she is their mistress. She finds out they are making boxes( for what reason she will never know) and decides they are harmless and exits the room, closing the door behind her. They also realise that they are being watched as they keep seeing eyes watching them that disappear. The party moves further into the cell block to the main doors. there are 3 doors, Willowbark again opens a door and enters, surprising another room full of bugbears. Her surprise attack doesn’t go quite to plan, with her arrows missing their mark and her bowstring breaking. The rest of the party follow and a fight occurs with the bugbears centering their attacks on Willowbark who they have decided is nice and “squishy”. Once the room is cleared the party opens another door to find the cells are empty. The 3rd door is opened with Willowbark, Linriel and Conrad entering. Once inside they find a bugbear hanging upside down and a naked man chained to the wall. While Conrad interrogates the bugbear (resulting in its death),Willowbark and Linriel are enjoying themselves with a little bit of “50 shades of D & D” with the chains and Linriel’s whip with the naked man. Linriel eventually unties him and Conrad again interrogates him after healing him. He is missing 1 arm, several fingers are mangled on the other hand and he seems to have had his tongue cut out but manages to convey his intentions with Conrad. His name in Vrind and he is a soldier for the king of Brandos. He was sent to try and infiltrate Teradkad’s headquarter’s and find a way to stop the sand drug business which is harming his country.He also informs of a portal at the end of the cell block. After getting on Willowbark’s nerves she decides to kill the man but is stopped by Conrad so she packs up her bow and arrows and leaves the room in a huff. Linriel follows her into the hall and while everyone else is in the corridor she decides to step through the portal, Willowbark follows. Jock noticing that their 2 female companions have gone through a portal on their own and being the hero that he is, gallantly steps after them to offer his mighty support to 2 helpless females. Once through, Jock and Willowbark come under a mind spell and start to descend down a spiral staircase. Linriel, who is not affected uses her whip and trips them up so they are not going anywhere. Meanwhile on the other side, Conrad is still interrogating Vrind and finds out that the portal is 1 way so there is no way back. The rest of the party engage in a mighty dispute as to whether or not to leave the 3 companions to their own fate or head through the portal to join them. After much arguing Conrad pushes everyone else through the portal, dragging Vrind with him. Linriel plays a tune on her fiddle and saves everyone’s mind. Cathbad and Thraeko realise their throats feel weird but not enough to deter them from their purpose. The room they find themselves in is round with arcane symbols on the ceiling and a touch of energy tingling in the air. Thraeko stoneshapes a wall in front of the staircase so the party can safely rest and heal up. They notice the spiral staircase goes up as well as down but something is not quite right. Thraeko realises the staircase is out of phase. Ethelblue summons a Mephit and it flies up the staircase and comes back down and reports that there is a big crystal and a big snake man. Cathbad then summons a bird and sends it up the staircase to try and get a bit more info out of it. The bird comes back down and reports that there is a big crystal and a big snake man thingie. The party debates how to get up there and get some better info with the idea of having Jock drink their 1 and only flying potion and ascending up the out of phase staircase into the top room. Many more ideas are being discussed on how to get the party up there, if they want to go up there in 1st place.

Session 9
14 April 2013

Session 14 April 2013

The Bugbear goes free and the party wait to be healed by Ethelblue. Once they have recuperated from their wounds, they head on. They head out of the room and go down the suggested corridor. There are only two rooms they need to find, the guards room and Ter Radkad’s beyond. The door they approach at the south end is iron bound. Basalt begins to try and unlock the great door, it is done with ease. The room beyond is an armoury. The contents are great in number and will take some searching. 23 long spears, 21 cross bows heavy, 672 quarrels, 16 heavy chain long shirts, 18 large steel shields and 14 bastard swords. Willow bark can smell explosive powder.

They exit the armoury and turn west towards the guard’s room. There are three side passages on the way to the open room at the end of this corridor. Down the first side passage to the south is a door with noise beyond. Basalt tries the door and it is unlocked. In the room there are several injured bugbears and 3 others tending their wounds. Basalt walks in and is seen. Looking at his hideous face they think he is some sort of creature here for medical aid. They start helping him and he tries to convince them he is not an enemy. They don’t believe him at all. In fact his story is so poor and badly executed that it actually begins to lead to the fact that he has friends here to back him up. Outside the door Jock formulates a plan. He turns to Conrad and says “Quickly, you’ll have to punch me in the face”. Conrad does not hesitate but in his excitement he misses completely. Ethelblue then tries and makes a nice bloody nose. Jock then bursts in the room shouting for help as he is bleeding profusely. He shouts that they need to send someone out to see the threat beyond. The plan works and one of the able bodied bugbears leaves the room to come face to face with the rest of the party. This leaves one each for Basalt and Jock. They are easily dispatched. The bugbears in the beds stir but do not attempt to get up. It turns out Drumknot attacked some of the wounded. Jock tells them we will shackle them here and they will be spared. The wounds left by the Ostrich are punishment enough for any creature.

It turns out, after some questioning, that Ter Radkad is a human wizard that can draw ice from the sky. Perhaps he is a conjurer. After this room they go on beyond this side passage and proceed.

All the doors they come to on the way are set with explosive runes but those who dwell within are left unmolested.

The adventurers then go to another side passage and they see a door with a sign that says ‘Private, do not enter’. There seem to be no traps on the door. As Basalt enters he sees 3 humans lounging within. One of the men within asks what the hell Basalt is. Jock bursts in and flourishes his weapons. They realise these men are imperial and they are here with their commanding officer to negotiate with Ter Radkad. Krelldor is a nasty Bugbear that protects Ter Radkad, he is in a room nearby.

The group head straight to Krelldor’s room. They bash on his door and ambush him expertly and kill Krelldor the protector before he even realise he is under attack. There are 2 more bugbears within. There is an explosion and a couple of the adventurers are mildly injured. The two within are not willing to come out. Finally one of them knocks the other one out and surrenders. They find a box with beryls inside. They try and get some information out of the bugbear but it seems he is under a spell.

They find several items within the room that belong to Krelldor but they don’t have time to go through them all right now. Krelldors items are taken and the party regroups.

They start to formulate a plan as to how to entice Ter Radkad out and trap him in a situation that would give them the best chance to kill him. The cells seem to be the best place to do this. They also begin to believe that the bugbears are not following Ter Radkad voluntarily. If they can dispatch this evil human maybe these vile creatures can live without need for incident.

Session 8
24 March 2013

Session 24 March 2013

From where the party stand the closest door is on the western wall. Jock opens the door. This room appears to be bed chambers. There is a large table with two lumps of wax on said table. The armoires have nothing but clothing in them. After examining the bed chamber they move to the west corridor. The end room contains 15 chests within. Upon searching the chests they awaken a mimic that begins demanding food. It grabs hold of Thraeko’s spear. Jock throws the creature some rations and calms it for now. For the promise of more food the mimic tells the group where to find treasure in this room. Thraeko tries to convince it to come with the party but he wishes to stay glued to the floor.
The chest in this room that held treasure contained the following currencies; 217sp 92gp 29pp 5 amethysts’ 2 emeralds (MT33)

Once the adventurers are satisfied with that chamber they go to the other door in the south wall. The room is musty and old. The room is 10 by 30 feet. As jock enters, a tattooed ghostly apparition appears and in an ancient language shouts ‘get out of here’. It attacks jock with its ghostly hands and misses. Then the group engage it. Jock makes the fatal blow as it were. It vanishes and they search the room again. In the dresser they find a robe that is adorned by shifting colour patterns. (MT34) Under the robe is a small jewellery box. There is a ring, a broach and a circlet within the box. There are little bottles of ink and needles for tattooing. +3 ring of protection, broach of shielding, the circlet control a specific undead.

Down the little corridor to the south there are three doors. Conrad and Jock search the doors, the first is a larder and the opposite door opens into a room destroyed by falling rubble. The final door opens to reveal a foul odour. Conrad enters and is attacked by small monstrous centipedes.

In the room with the apparition, Willowbark finds a secret door. The room beyond has amazing bowls of gold, there are 8 of them, 6 jewelled sceptres (valued at about 1000gp each), Lion face masked carved intricately, 3 pectorals that are gilded and set with precious stones. (MT34) Jock puts the mask on and nothing seems to happen. Jock carries the 5 remaining sceptres that Tarklor didn’t take and Conrad takes the pectorals. As he removes the chest plates he sets off a spear trap.

Once all other avenues are exhausted, they head down the large descending stair case. They set a marching order with Jock at the point. They pass through a door and head down further, they turn. They come to a room. In this room there appears a broad demonic looking creature. The beast breaths fire onto to entire party. Jock rages and charges in to attack. He not only misses but stumbles and almost loses his weapon. The group rallies and manages a series of coordinated attacks while avoiding getting too badly burnt. The monster is defeated and the body it leaves behind begins to rot quickly.

Jock finds a hidden door that is barred from the other side but he and Conrad manage to smash it rather easily. There is a corridor 10 feet wide that looks newly constructed. They begin to hear footsteps from the south corridor. Tarklor opens the door at the far end after searching it for traps. Here it is, they open this door to a barracks of bugbears. Beyond the bugbears the party can see a druid chained to the wall. Within seconds a battle ensues and the two fighters of the party charge in to engage. Willowbark calls the life of the moss in the room to grow and entangle the occupants therein. Only a couple of the bugbears are not caught by the greenery. The druid on the wall is even more trapped. The bugbears get slaughtered with a lucky combination of spells. Jock and Tarklor get tangled in the sheets of one bed.

There was one bugbear that surrendered that also didn’t die. They begin to interrogate the one remaining soldier. He does give the party some directions and they try to discern whether he is lying. It appears he is sincere and they allow him to go free, knowing in all probability that he probably won’t survive the journey out.

Session 7
10 March 2013

Session 10 March 2013

The party is at the edge of a chasm that appears to represent the crossing over from this plane to the next. They have to be careful crossing as the rope Jock affixed proves a treacherous crossing and the moulded rock is narrow and dangerous. Basalt takes a look about the corridor on the far side. With a quick look around he feels happy there are no traps and they move on. They believe they have not actually shifted planes and that the chasm was just a representation of shifting worlds. There are double doors at the end and they are green and ornately decorated. They are stone and stand over 10 feet tall. Basalt feels that the door has been barred from the other side. They decide to turn around and venture through the door on the other side of the chasm they left untouched. As they cross Basalt loses footing and falls. Lucky for him Jock quickly catches his hair and pulls him up.

Thraeko drops a lit coin into the chasm and it falls well beyond sight and sound.

The travellers head through the door and they are faced with a large room. There is an altar on the far end. There is a preliminary search by the dwarf and Halfling which reveals a trap door but no other pitfalls. The walls are covered in geometric shapes that appear to be a map of stars. There are not constellations they are familiar with. Willowbark sits in the throne and looks around. Thraeko notices shackles hanging from the walls. They investigate the pot that sits on the altar and it seems to be filled with the dried remnants of what was once embalming fluid. They get Conrad to try and lift the chair and it is heavier than it should be. It seems to have become petrified over time.

They give up trying to find something in the room itself and Basalt creates a harness to descend into the trap door. He travels a fair way down and there is only the light of his lantern seen from above. Rather than let him to continue down the group pull him back up and plan to head back across the chasm. Basalt is covered in tiny iridescent spiders that don’t seem to be a danger; he just brushes them off and heads on.

As they cross the chasm Willowbark falls and this time no one can catch her. The rest of the party watch her fall endlessly to her death but they also see her crawling out. ‘Oh’ thinks Jock, ‘the chasm is an illusion’. They move on and reach the double doors. The mage uses nock, the door crashes open with a loud echo. The chamber within is clearly a throne room, it is large at about 40 by 40 feet. The usual search for traps and magic is performed. After looking around for a while and find nothing of interest in the room. Willowbark sits in the throne. As she sits a gong sounds. It turns out to be illusionary and draws nothing to them. Some of the party search the south door and some the north. The north opens up to a corridor. The south door opens up and reveals a 30 feet square chamber full of nightmarish images. There is a portal at the far end with no indication as to where it might lead. The portal is surfaced by an opaque fog.

The party thinks it a good idea to tie a rope to Basalt and let him go through. He agrees and goes through but the rope is severed and falls to the floor. He is gone from sight.

Well the way forward seems to be to follow him through.

Basalt is facing giant skeleton statues that begin to animate. There are two of them that turn to attack him and at first he faces them alone. Before the others can enter Basalt is dropped and is at deaths door.

As the others come through Jock sees that Basalt has fallen and enters a blind rage. The party all fly in to the fray and dispatch the statues. Luckily the cleric managed to get enough healing magic in to stop Basalt from dying.

They rest after the battle and sleep with a rotating watch. There is, upon inspection, a secret door on the east wall. Black stone beyond, they hear moaning and feel chills down their spine. The stone is basalt, funnily enough. They go north and there are further pathways in a few easterly directions. The path on the north most wall seems the best path, the walls have runes that read “There Is No Escape”. They continue west and Willowbark steps on a release plate which they can see will drop stone from the ceiling. Thraeko turns the stone into dust which allows her to jump out of the way.

The next corridor curves south and ends in another corridor. It takes a long time to navigate this maze of horrors but they eventually found a way out. They feel their way along a few more corridors and come out in a new room.

A once impressive room, they are closed in with no other way out bar the way they came in. Basalt finds a gem carved to resemble a jackal’s head. Otherwise nothing much else of interest is found.

The companions head to the other door in the previous room. The door is itself a trap and Basalt spots this before it is triggered. Basalt disables the door’s trap successfully and as he opens the door he has a ballista pointed at his face. Disarming the trap was quite fortunate. They fire the mechanism and search the room beyond.

They have to go back through the maze and head through one of the other doors. It is basically just traps and then they are faced with one more option.

The final door is magically locked and Thraeko can’t open it. The fighters of the group smash it in and they move through.

There are skeletons beyond; they are at this point not animated. They find platinum in the room but not much else.

They have exhausted this side of the portal and head through the trap door from this end with the iridescent spiders and come out from the trap door on the other side of the chasm.

They have to disable a pit fall in the north room from the throne room. They continue this new path for a time.

They go down the corridor that opened up on the south end of the western wall. The room have steps that lead up to an altar on the west wall. The room is about 80 by 60 feet. There are doors of each wall and stairs that lead down in the distance.

February 24th

After resting in the room the party climbed up through a door and Willowbark valliantly ( though some would say stupidly ) took the lead and set off a trap that turned the corridor into a slide. She slid down into a room where a metal door slid into place effectively sealing her off from the party. After searching the room she only found bones and no escape. A grating sound was heard and the walls started closing in on her. After much hyperventilating and panicking Thraeko comes to the rescue with a knock spell and releases her out of the room just in time. The party waits for the walls to reset and go through a door that Thraeko found on opposite side of room. Going through many corridors and many traps that Willowbark set off (again very foolishly), the party enters a room with a mummy which they dispatch. Still taking the lead the party follow Willowbark down more corridors, more traps set off into another room with a ghost king who asks the party to get rid of the tomb raiders that have been ransacking the pyramid. They agree and he gives Thraeko a scimitar and then he disappears. Willowbark finally comes to her senses and sends Basalt to take the lead, he leads them into more corridors, more traps and many pits, then into a room with a chest in the middle of it. Conrad touches the chest, sets off a fear spell and all except Basalt flee from the room. Thraeko and Ethelblue fall into a pit while fleeing. Thraeko casts a clay spell and invents a ladder for a way out of the pit. Basalt comes out of room with a pocket full of gems and a potion of flight. More corridors into another room with bubbling quicksand and a walkway. Willowbark once again acting foolishly steps onto walkway and proceeds across quicksand. About halfway across, the walkway starts to sink so she runs back the way she came. Between Thraeko and herself they rig the walkway from sinking and the party cross to the opposite side of room. More corriders & traps leading to several fissures, they continue on into a room with columns and several tombs and side rooms/corridors. Willowbark strides boldly down middle of room to a door and becomes a human pincushion for all the miniature skeleton archers that fire on her. After Ethelblue casts turn undead and blows the skeletons all to dust they investigate the room where they encounter a huge undead skeleton that attacks. After dispatching skeleton they continue down corridors into a a room with a chasm. Ethelblue summons a Celestial Eagle and Jock rides it across to the other side with a rope which he anchors then flys back on Eagle with rope and ties it off making a way for the party to cross the chasm

Session 6

Session 9 February 2013

The spy appears to be human. Dressed as a serving girl, at closer inspection it is a man. His name is George. The party are informed that Ter Radkad is operating in the city and seems to have skilled spies of his own. He is rumoured to be raising an army. Willowbark asks where the pyramidal temple of Kader is. Travel would be 2 days on foot. The adventurers plan to go in through the front door. Infiltration through subtlety is a game they don’t have time for. They take time to rest and load up with supplies and plan to head out on foot. They will take their rhinoceros as a pack animal. Jock and Lynariel try to convince their hosts that they will leave at a later date as to not alert any enemy ears to their plan to depart this day.

Lynariel has requested Jock use his master work skill in leather crafting to create a whip out of the leather taken from the red dragon. He will do this when they camp on the way to the temple. At this time he will also fashion leather braces fit for his own wrists and a cape out of the same hide.

They depart the city a head to the temple of Kader. The first day and night pass uneventfully and the travel proves dull and boring. On the dawn of the following day they see the temple about 10 miles off. They wait till afternoon as to not weather the elements too badly. However troublesome the weather may be, Willowbark can scout ahead having the ability to endure elements. As she heads off she sees another small pyramid only 3 miles from the party. The door is heavy to move but can be shifted with force. She heads back and alerts the others. It is possible this leads to the main temple.

They wait till evening and head to the smaller temple. They ask Conrad to push the door open. A ghostly hand reached out for Conrad. The room is full of relics of the past. Conrad dodges the hand and begins to contemplate how you engage a spectral appendage. A few of them get in enough to see the creature attached to the hand. They battle it briefly and dispatch it in short order. The door on the far end is opening. A wraith appears through the door. As Ethelblue starts to turn the undead fiend Jock and Tarkolr see there are traps everywhere and one of them is triggering a pressure plate now. Thraeko throws runic spells at the wraith, it reads it and is hit by the spell it holds. Once the wraith retreats the group starts looting.

Add 1 bull potion. 1 garnet. 44 gp 4 sp 4 cp

They head into the next chamber. There is a large sarcophagus that is open and apparently empty. It would appear that the sarcophagus is attached to the floor.

Once they loot the small exposed point of the pyramid they leave to head to the temple. As they approach the base of the temple they see an opening half way up its face. Lynariel spots an owl following them. The entire party unload all ranged weapons and destroy the poor bird.

They enter the pyramid. They find runes that Conrad, wearing the helm of divination, can read.
“Here lies the final resting spot of king Echtalon, woe be to those who would disturb his rest.”
Searching for traps they find the remains of a rune where the king’s body rests. The body is mummified by the elements. Lynariel finds a cold banded ring and pockets it. The door adjacent opens and the rank air spews in. Willowbark is the first to head through. She vanishes through the floor. She falls into a 20 foot deep pit. When the party are helping her out with rope an arrow trap fires out at Conrad.

They move on and come to a talking door. Conrad can understand the door and it asks this riddle “speak my name to break me and enter”. Jock shouts silence and the door opens. They are lead to a stone room with a sarcophagus which is closed. In the sarcophagus there is a scarab and a skull with gold teeth. The scarab is magical and Lynariel attempts to discern its properties. It is called the scarab of death. Because they didn’t drop it quickly enough the Scarab comes to life and begins burrowing into Willowbark’s hand. Lucky that Conrad could act quickly enough and cut it out of her hand.

Upon a search they see a door in the ceiling. They can manage to get up there, open and get through. Down a corridor there is a room with table settings and couches. After extensive searching they find another secret door. They decide that this chamber is a good place to rest. Jock takes first watch. Thraeko takes second watch and hears nothing. Whilst Thraeko sleeps Conrad takes the crushed scarab of him and buries it outside.


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