The
party had deciphered The Scribbler’s riddle hidden in the mad scribbling’s of
his lair and had found the Sihedron Circle next to Lake Stormunder, near Rimeskull Mountain. They were
then able to extract from the statues of the seven runelords the keys necessary
to unlock the entrance, but the party’s actions had also drawn the attention of
an ancient white dragon by the name of Akrkhyst. The heroes were able to
survive the dragon’s numerous attacks, but surviving is not defeating and the
heroes know that the beast was still close - and deadly. In fact the ancient
wyrm had flown away and slithered in to the same cave where the heroes were now
treading. In the darkness ahead lay a great mystery and great reward - and
great danger.
The
heroes had added another member of the party by this time as well. Kheo had
conjured up an animal companion – a tiger named Skat. Kheo was completely
enamored of the great beast – the rest of the party, well, not so much. Skat was content to pad alongside Kheo and seemed to follow his every command, but the remainder
of the party still kept to their side of the tunnel.
The
heroes worked their way through the massive cave until they came upon two
twelve-foot-tall statues that flanked the large tunnel. Each held a hand
upraised as if to ward away intruders, and clutched a heavy sword with the
other. Between the two statues the floor of the cave became a steep incline
that led down into the darkness. The bit of the passage they could see was
littered with rocks and ice – traversing it would be difficult, if not impossible. One of the party
dropped a rock into the darkness – the cave likely at least two hundred feet if
not more into the darkness below.
The
first idea was to inspect the statues. They appeared to be standard carved
statues. No keyholes or buttons or levers could be seen, but a Detect Magic
determined that the statue on the right was indeed magical. Now concerned about
the statue animating and attacking, Stike took a mighty swing with his sword
only to have the blade pass right through the illusion. This did not answer any
questions, it only created more.
While
stumped for the moment, Reynard and Selinor tied ropes to the other statue and
Kheo started to climb down into the darkness. At the 50-60 foot mark he decided
to come back up. The tunnel down wasn’t exactly straight, plus no one in the party
was exactly excited about being the only one down there when they knew Arkrhyst
was still around. Even Skat was adamant that he didn’t think going down the
shaft was a good idea.
As the
party pondered next steps they noticed the tiger staring at the illusionary
statue. It took a while, but Stike determined that beyond the illusion was an
invisible walkway that wound around the shaft down into the darkness below.
The party took their time and crept slowly downward to ensure there were no
more traps and that the invisible walkway remained passable.
The
slope ended at the edge of a gaping chasm of darkness. Huge icicles hung from
the ceiling and coils of mist rose up from below. A large ice covered waterfall
stood in silence at the bottom of a shaft that led back up into the darkness. They
could see that anyone who had fallen down the shaft would likely have received
the privilege of tumbling over the side of the icefalls as well and falling another
20-30 feet to the ground below.
Reynard
cast a Light spell and the party was amazed at the beauty before them. The
walls of this cavern glittered and sparkled with sheets of ice. Seven
twenty-foot-tall pillars, their sides encrusted with ice and engraved with
ancient glyphs and runes, surrounded an eighth pillar twice the size. Several tunnels
exited the central cavern and wound deeper into the mountain. The seven statues
that surrounded the eighth were the seven runelords, arranged in circular order
as they had been outside.
Yet
perhaps the most notable feature of the room was the sparkling mound of coins,
works of art, gemstones, jewelry, weapons, armor, and other things poking up
from the pile that occupied the northeastern section of the cavern. From their
vantage point the dragon was nowhere to be seen, but they knew they had the
seven keys, and if The Scribbler’s instructions continued to be true all they
would need to do is place the keys in their respective keyhole, turn twice, and
they would be able to enter runeforge.
The
decision was made to forego looking for the dragon and to leave the oh-so-tempting
dragon hoard piled up against the wall, so they began to search for keyholes on
the seven statues, and once found put the key in and give it a double twist. As
they were doing this Kheo couldn’t resist the urge and walked over to the
treasure pile. Despite warnings from the rest of the party he grabbed a pouch
that contained six Potions of Cure Light
Wounds – and promptly got hit with a blast of cold dragon breath.
The
dragon had been invisibly lying in wait in a nearby tunnel. Kheo was pretty
hurt, his tiger Skat killed, but rather than face the dragon the party decided
to enter the magic portal that appeared as soon as the seventh key had been
turned. The portal had appeared at the eighth pillar in the middle of the
circle, so they decided to make a run for it.
The
portal was a solid tunnel with hardened black walls that led on for several
hundred feet. The tunnel led to a domed chamber that was nearly two hundred
feet across. A large pool of bubbling prismatic liquid occupied the center of a
raised dais in the middle of the chamber. The spiky flanges of the seven
pointed Sihedron were engraved into the marble floor. Each tip of the enormous
rune pointed at a twenty-five-foot-tall statue facing the pool with its back
approximately ten feet from a partially concealed arched opening in the wall
directly behind it. The statues were arrayed in the same order as the party had
seen twice previously, but where the previous statues were a bit roughhewn
these were imperious and finely detailed depictions of the seven runelords.
Reynard
determined the pool in the middle of the room was magical, and was used for
some sort of communication, but the mechanics of its use was not clear. Selinor
touched the water, and found his hand to be instantaneously both burned and frozen,
only to see that once his hand was pulled from the pool there was no damage.
Selinor also reported that he had had a vision of walking in a greenish colored
ooze filled room. Kheo tried to dunk a vial into the pool and received the same
burning and freezing flash as Selinor, but his vision was of being surrounded
by lovely women. The party decided the visions were somehow tied to the room
that surrounded them.
But
with seven choices to make the party wasn’t sure where to start. The passageway
that led to the east was quite obviously marked with scarring and missing chunks of the
walls that could be seen lying on the ground, as if some tremendous battle had occurred within the past 2-3 weeks. As the party started down the hallway a voice boomed out a
resounding command: "Stop!" The source was a large disembodied
human mouth that stretched across the ceiling of this section of the tunnel. It
continued, "These are the Abjurant Halls of Eager Striving. Know that
your powers will be crushed and you shall die! You are not worthy!"
With
nothing otherwise obstructing the heroes they moved slowly forward. A wide
staircase of stone descended into a large, partially caved-in chamber. The
murals and decorative bas-reliefs on the walls had been blasted and fractured
from what must have been a titanic war of magic. Sooty humanoid bones were
scattered here and there, and flames sporadically flickered along the walls and
floor as if the room still resonated with the power unleashed here. Electrical
discharges sparked from a silver rod protruding from the floor in the center of
the room - it almost looked like the metal rod has fused with the stone of the
floor.
Kheo
wanted to inspect the rod further, but the rest of the party convinced him it
was best to leave it alone. They quickly moved through the room and down a
hallway to the right. Several passageways led off into piles of unpassable
rubble, but further to the right appeared to be an intact room. A Detect Magic
revealed that along the back wall, perhaps behind a door, was some sort of
magic, but to get there the party would have to get past the thick sheets of
ooze that lay in pools along the floor of the room. The pool of water gave off
a foul stench, and almost overwhelming stink of eye-watering mustard and
vinegar.
Reynard
decided to fly over the pool to inspect the back of the room when a Fiendish
Mustard Jelly drew itself up from the floor. The stench was sickening and its
four long tentacles lashed out at those around it. Selinor was grabbed and the
creature began to constrict the life out of him. The remainder of the party fought
valiantly and soon the creature was dead (DM Note: although the way the party
did find out that lightning damage actually performed healing on it).
Reynard
found the hidden door and inside several empty potion bottles were found, but
among what was left were three Potions of Cure Serious Wounds and a Potion
of Haste. Reynard grabbed the potions and the party prepared to inspect the
room located on the far side of the main room. Hoping to avoid any magical
attack from the buzzing and hissing rod stuck in the floor they quickly dashed across
the room to the other side.
Past
the initial piles of rubble rubble the party found a room where decorative lanterns illuminated
this otherwise mostly bare room. A tiled path in the granite flagstones led
from the entrance to three steps leading down to a mirrored surface. The
circular depression formed a ring of steps descending to what appears to be a
large pool filled with quicksilver. Reynard declared that this liquid –
Ethillion - could serve as a boon to those who cast Abjurant spells, especially
the spells of crafting.
A
dozen vials were collected and with nothing more to inspect in this area the
party moved back towards the great hall, only to be stunned at the sound of a
dragons roar from straight ahead. The great beast had followed them here.
For
tonight’s effort the party earned 20,000 XP, giving them (445,000 + 20,000) 465,000 XP earned so far, with 635,000 XP required to reach Level 15.
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