Thursday 27 August 2015

Dwimmermount 5e D&D Session 15 - Reach out and touch faith

After a brief discussion on the merits of using the stairs the Orcs guarded, returning to civilisation and using the stairs where they stood, the party felt there would be more treasure somewhere the Orcs had not been and that they weren’t yet ready to return to Muntberg. So they took the dark stairs down, noting the carved sign saying ‘Reliquary’ above the entrance way. The most immediate change they found was that the walls and floor were fair smoother and uniform than the rock carved passages of The Path Of Mavors. Errol the dwarf remember a legend that spoke of mixing alchemicals together with stone dust to make something called concrete, and suggested that this might be that material.

The chamber at the bottom of the stairs presented four exits, and so they took the nearest one which appeared to be a corridor in parallel to the stairs. It ended in a door that had a faded green wooden panel nailed onto the sturdy oak with brass studs. Since no sound came from beyond, Bittersalt pushed the door open and entered. The chamber beyond was very dark, and apart from a door, and a carved triangle symbol in the centre of the room it was empty. The party filled in to examine things a little more closely. Out of the four corners of the chamber coalesced cloaked beings made from the shadows. Brother Spenzar recognised these fell things as Shadows, creatures from the plane of shadows and very closely related to undead. Thankfully the party weren’t surprised, but still the Shadows were fast and resistant to normal weapons. Worse still their touch not only rotted the flesh but drained the strength and energy of it’s victim, and party felt this chill touch almost immediately. Zoilus’ magical sword did cut through things, as did the combined magics of Brother Spenzar, Calphis and Flandar. Bittersalt’s parrying saved her withering damage, and her blade did still chop away at the Shadow that attacked her. Paulo, in tremendous fear at being surrounded by these creatures of undeath shot through the door and ran off down the corridor. Once Zoilus had defeated his foe, he moved to help the others, which combined with well aimed magical attacks defeated the Shadows, that dissipated back into shadows of the empty chamber. Bittersalt went running after Paulo, following vague dusty tracks, only to come to large chamber where they ran out with no sign of the boy. Calling out to no avail, Bittersalt feared the worst and went to fetch the rest of the party.
Shadows appear



The chamber where the tracks ended was unusual in itself, having several columns and a bizarre statue, but the party were more concerned with Paulo’s safety than exploring and decided to press on. Flandar’s invisible familiar was sent off to the east along wide 20 ft passage. It passed a door and then the corridor turn at angle, at which point the familiar returned.  

Deciding to investigate this first door, the party walked in on a group of five tall goblinmen, all of whom carried themselves in a militaristic, and clearly well trained fashion. They formed a line immediately, with the halberdiers protecting the their bow men but held off attacking. They demanded the party reveal what they were doing here, who in return demand to know if they’ve seen Paulo. The hobgoblins confirm they’ve taken the boy captive, for questioning and that he won’t be hurt if he is cooperative. The party are at boiling point, and tell the hobgoblins to go a get him but the hobgoblin’s refuse and want to know what the party are doing on this level. A standoff develops, but on the insistence the party one hobgoblin leaves by a second door. A few moments later the a larger unit of hobgoblins run into the room, lead by a red robed goblinman. The party were massively outnumbered, but the hawks in the party were itchy to try their mettle against these foes. Fortunately calmer heads prevailed. The robed hobgoblin ask the party what year it was, once again asked them what they were doing here and why they’d come. The party were evasive and talked about exploring, which for the moment seemed enough for the leader. He told them that Paulo was with their captain, and confirmed he was unharmed. He said they surrender him to the party if the party rid the western areas of the Reliquary of the undead menace that had sprang up. Without much choice, they party agreed. They learnt that the black metal coated Eldritch Dead that had so plague them on the first level were tomb guards, and not considered a threat or enemy by the hobgoblins, but all other undead were and to be destroyed on sight. Without any other obvious options the party agree and left, heading back to the chamber that Paulo had be snatched from.
A cohort of hobgoblins



Here they investigated the chamber more thoroughly. Seven columns lined the room, while statue of geometric shapes stood against a far wall. The columns had an Old Thulian letter carved into each one of them, and Bittersalt quickly released they spelt out the Old Thulian for truth. Once she said it aloud, she had a vision of a strange featureless figure, who tells her she is not worthy. On hearing this from her, Calphis also speaks the word ‘truth’. His vision is of a silvery egg and he is told he is worthy. Upon coming around, he releases he can channel the power of gods and use it to detect poisons and disease.

Fearing this strange magic, the rest of the party fell silent and the party left the room, pushing north and west.

The next chamber contained four columns, made from the perfect glass material they’d seen on the 1st level. Each column contain an element - one was filed with rock, another was green and had bubbles floating up from time to time, the third contained a rich red flame while the last appeared empty. On the floor was a mosaic map, that may well have been of the whole world. Something the none in the party, not even Bittersalt, had seen before. The mosaics meant the maps was fairly basic though.

This chamber lead to another closed to door, beyond which was ancient carpenter's workshop, covered in dust and with many rusted tools. Two simple coffins were lent up against a bench, and as the party entered one of the coffins started shifting slightly. A crossbow was fired a near point blank range into the coffin, and out burst a howling wight, screaming wordless curses and clutching a gladius. The party leapt into action, attacking the undead thing. The second coffins rocked furiously and a second wight smashed it’s way out of it’s rotting tomb. The party’s martial abilities showed off here, and apart from a horrible wilting wound on Errol the dwarf the party managed to destroy both wights, taking their heads as proof of their questing. Brother Spenzar’s powers against undead are brutal, when they work.

Another chamber, again with pillars presents itself next. Each pillar appears to made from one of the six fabled magical metals, and represents a fortune in gold. The columns are adamant (dull gray), areonite (reddish copper) azoth (silvery black), moonsilver (silvery white), orichalcum (golden bronze), and starmetal (silvery grey). Bittersalt is impressed by the display of wealth and power it represents. However since the party is reluctant to linger anywhere too long, and don’t have the easy means to take any of the metals they press on through doors and corridors until they reach the next room.

This area contains a number of strange devices made of metals and vitreum glass. Copper dials are attached to this tall devices, and within four hobgoblins, completely unmoving and lifeless. A dull hum resonants with the chamber. The party stare in wonder, and discuss what these machines represent. The don’t however tinker with them.

After deciding to start heading east, the party find what appears to be an alchemist's laboratory, still filled with odd glass bowls, tubes and pipes. Bottles of liquids line the counters, and cabinets hold containers of chalky tablets. Since there are no further undead here, the party return the way the came and north, rather than going even further east, where they suspect the hobgoblins are based.

A room with tall strange devices is discovered. These devices however more numerous, do not contain anyone inside, and is ignored. Yet another empty chamber lies beyond that, before the party find a odd room, with nothing but a huge tapestry in it. The tapestry depicts Terms Turmax, the thrice-blessed, stood nobly but with a fiery, winged version of him behind, as if in ascendance. Bittersalt sees a small fortune, while Brother Spenzar sees heresy and sets about igniting the wall hanging. As smoke starts to fill the room, the party notice that it billows further out into the room from one spot, and once the tapestry has been destroyed search successfully for a secret door. A small circular safe-room lies behind it, filled with nothing but wooden carved heads and a single stone statue head, that of the god Mavors.

We left it here. The group had raced through a good number of locations, and I’ve probably missed out some important details, so if anyone from the group remembers something, comment and I’ll update it.
The gang, and one of the other RPG groups in the background


A very enjoyable session, with a good mix of fighting, talking and wonder. There is plenty more of all three coming up. 

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