The heroes
had successfully fought off at least a dozen Thassilonian Mummies and other
horrors including Xyoddin Xerriock during their exploration of the Ravenous
Crypts. The cruel necromantic laboratories revealed the remains of several
bodies that were in the process of being used for their foul experiments. The
bodies seemed to have been taken from the recently destroyed Abjurant Halls of
Envy – what precluded this war among the remaining members of the Runeforge was
not clear yet, but what happened to the remains of the dead was now
revealed.
This chamber
was where the wardens of gluttony had opened a portal to the Negative Energy
Plane to infuse this wing of Runeforge with the enhanced feeling of necromantic
gloom that hung over the hall. The portal itself manifested as the curtain of
black energy that seemingly flowed between the two crystal pylons. After further
inspection the heroes decided to see if destroying one of the pylons would
eliminate the negative energy stream. The pylon of choice turned out to be tough
to destroy, but after it was shattered (and had strewn the area with large
chunks of rubble in the ensuing explosion) the wall of negative energy was
destroyed as well. The hall still maintained its sense of gloom, but somehow the gloom
didn’t appear to be as distinct as it had previously.
A secret niche in the westernmost
alcove of this room was discovered and in the small area beyond was a tiny cache
of books and magical supplies geared toward the process of infusing a complex
with wraiths and negative energy. The books here were similar in nature to those
found in area Xyoddin’s laboratory. In addition, there were two scrolls of Plane
Shift and a scroll of Binding that sat near the back of the cache, held down by
a slender wooden box. Within the box rested a tuning fork attuned to Runeforge -
the material component necessary to plane shift into this
demiplane.
With all of the rooms seemingly
investigated, the party decided they must have missed something. For one thing, where was the
expected magic user that held domain over this area? After some back
tracking and further investigation a secret door was found in one of the crypts
in the rear of the hall. This led to two more secret doors which in turn led to
a previously undiscovered room. In this room lanterns hung from hooks over three
large tables scattered throughout the chamber. Two tables were covered with
preserved human body parts stitched together with thick thread that partially
formed a pair of patchwork human corpses. Stools and small steel work trays
covered in slender knives, clamps, hooks, saws, screws, needles, and other less
identifiable tools surround each of the large tables.
Azaven |
Before
advancing on the party looked over Stike’s body. The soonest Selinor could
resurrect the fighter would be in the morning, so along with Kheo and Reynard
the three ensured Stike’s body was safely out of the way so that no further
damage could be taken. As they peered into the secret room and found the small
room to be a crypt that contained three stone sarcophagi, each bearing detailed
carvings of hundreds of capering skeletons and dancing corpses. Kheo managed to
disarm the traps on the sarcophagi and further damage was
avoided.
On Azaven
himself the party had found a Staff of Hungry Shadows (10 charges), Bracers of
Armor +5, Headband of Vast Intelligence +4 (grants ranks in Knowledge [nobility]
and Spellcraft), Ring of Protection +2, and a Contingency statuette worth 2,000
GP. One of the sarcophagi contained 11 spellbooks Azaven had claimed from
enemies and fallen allies. Each of these spellbooks bore the occasional notation
written in Thassilonian, but the actual spells within could be identified as
normal.
The second
coffin contained 7,000 GP in mixed jewels, gems, and fine linens Azaven stored
for fabricate spells, an Eversmoking Bottle, a Golembane Scarab, and the
remainder of the lich's personal spellbooks. The final coffin was itself
Azaven's phylactery. The combined spell books contained all 1st through 7th level spells from
all schools except Abjuration and Enchantment. Two 8th level Necromancy spells: Clone and Horrid Wilting, and two 9th level Necromancy spells: Energy Drain and Soul Bind.
With the hall
now cleared the heroes bundled up for a night of rest. The next morning Selinor
was able to cast Resurrection to revive Stike, and then Selinor was also able to
successfully cast Remove Curse and Remove Sickness to remove the mummy rot that
Stike, Reynard, and Kheo had been inflicted with the previous day. After some
discussion of where to go next it was decided that the Festering Maze was the
next hall to visit. With that the four heroes started to march out of the
Ravenous Crypts when they walked right into Arkhryst.
The heroes
tried to mount a quick offense but the great white dragon was too much and the
tide of battle quickly turned. The next step seemed obvious – run! The party ran
towards the back of the hall, slamming doors behind them, and hoping the dragon
would be slowed as he squeezed through the narrowed hallways behind them. This
gave the party enough time to have Reynard Dimension Door them out as a group
and to leave the dragon behind – for now.
The air was
thick and foul-smelling in this new chamber, yet the vaporous stink here was
nothing compared to the insult to the senses elsewhere. Slime encrusted the
walls in swaths of sickly brown and noxious green. A foamy sewage channel ran
along a slippery walkway, the thickly shuddering skin atop the slowly churning
fluid seeming to hint that, despite its repulsive appearance and smell,
something lurked in those depths. Although they bore a striking resemblance to
sewers in both in appearance and scent, the tunnels of the Festering Maze were
not designed for that intent. At second glance the heroes could see this had
originally designed as a baths, but over time the proprietors had allowed this
area to become little more than a fetid swamp.
Regardless,
today these chambers had all the charm of a poorly maintained septic system.
The walls and waters of this maze were alive with relatively harmless but
nonetheless disturbing vermin: fist-sized spiders, deformed rats, pallid
foot-long centipedes, and glistening tangles of worms wriggled in the corners of
all these rooms.
And we’ll
pick it up there next time. For tonight’s effort the party earned 46,275 XP,
giving them (502,600 + 46,275) 548,875 XP earned so far, with 635,000 XP
required to reach Level 15.
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