War Ruins Aeris

Session XIV

Note: 1 Retro active decision, see the last line of this post

Cast:
Erithys – Elven Ranger – (Gretchen)
Kel’saris – Elven Ranger – (Ryan)
Muy Serio – Bullywug Monk – (Jason)
Wil – Half-Elven Blackguard – (Dustin)

Otherwise Occupied:
Cullen – Kalashtar Bard – (Steve)
Ignavus – Human Cleric – (Chris)
Landen – Elven Sorcerer – (Scott)

Decisions

The group faced the second floor of the Prison: a long hallway, over 200 feet long, four doors on either side, and one at the end. Being informed about which room supposedly contained a dragon, they immediately concluded that this room would be avoided. Seeking the exit, they assumed the door at the end of the hall was most logical.

A Pedestal and a Wall

The room at the end of the hall contained a pedestal with 3 slots for 1-inch crystals, at the base of which were the shards of a 1-inch green crystal. On the wall behind it, were two columns of 3 slots each for half-inch crystals, separated by a width of about 8 feet. On top of the pedestal was a folded cloth which turned out to be the Mantle of Elijah.

Immediately the group chose to try filling the 6 half-inch slots with red crystals, which opened a portal in the wall into a large octagonal room, leading to a pointed ceiling, 90 feet above. At the center of the room is a large platform about a foot above the ground with slots for 3 2-inch crystals on its surface.

Only having 2 1-inch crystals and 2 2-inch crystals, the group decided to explore the other rooms.

A Child

The first room was 50’ by 50’ with a circle of ancient writing at the center. In the corner of the room sat a small boy petting an asp. Cullen discerned that the circle possessed an ancient magical aura, but there were no other auras present, so the boy was re-sealed in the room.

Undeath

The next door open contained a surprised humanoid creature wearing a red 1-inch crystal around its neck. Surprising the creature, Kel charged in and was followed by Wil. Erythis discerned the creature was undead. It possessed threatening reach with claws which grabbed. It made bite attacks which included flying movement, and it teleported frequently. It used a burst attack which sucked in the life around it. In never became “bloodied” and shortly after it was put down, there was a burst effect the cascaded outward until it sucked in life, which functioned through walls. The group could not see the creature, but suspected it healed (12 hps) from the effect)

Rest and Change

The group returned to the first floor to rest and found the dynamics had changed. The Ancient had come out from its corner and was lingering in the entrance/pit room. The leader of the thugs was acting like the ancients who were with “the” ancient, and the other thugs seemed tense with the arrangement. The group however did not talk to or engage them in any way.

Checking the first floor, they found it other wise the same.

The group took an extended rest in the in the room with the fruit trees and decided they would experiment with the pedestal and the 1-inch crystals, now that they possessed 3, and then would return a fight the ancient. (because I didn’t have the stats for that fight with me)

Crystals

The group returned to the pedestal with 3 1-inch crystals, 2 red and 1 yellow. They learned that any combination of crystals produced a white light above the pedestal. They also tried the following:

YRR with mundane gloves on pedestal – no effect
YRR with a half-inch red crystal – Crytsal exploded (2d6 damage)
RRY Detected as stronger ancient magic than YRR
RRY with Wil’s Sword, inherited from his father – increased its enchantment by 2
RRY with Muy’s Staf, ____ – increase the enhancement by 2
YRR with Kel’s Spear, acquired through trial – new property providing extra actions
RYR with Erythis’s Bow, given to her by her mentor – gained critical related properties
RRY with (non-ancient) Magic Armor, found in the temple – no effect
RRY with Erythis’s “spirit” stone – gained a property (ret-conned, from my in game ruling)

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Session XIII

Cast:
Cullen – Kalashtar Bard – (Steve)
Erithys – Elven Ranger – (Gretchen)
Kel’saris – Elven Ranger – (Ryan)
Landen – Elven Sorcerer – (Scott)
Muy Serio – Bullywug Monk – (Jason)
Wil – Half-Elven Blackguard – (Dustin)

Otherwise Occupied:
Ignavus – Human Cleric – (Chris)

Going Up

The group took the head of the Arborean “wizard” to the humans and showed the proof of their accomplishment. With some negotiation they gained the aid of three of their group (2 minions and an archer), information about what they learned of the next floor, merely the presence of a dragon, which caused them to flee after loosing some of their group, and their protection over the entrance pit.

The group tackled the stairs up, combating a harpy and two gargoyles with the faces of ancients. Bypassing the traps, they made their way to the upper floor.

Floor 2

The doors to the second floor open into a dull gray hallway. At the end, a solid wall, somewhat different from the other walls and a crystalline shaped indentation in the side wall. Placing a half-inch red crystal into the slot, the wall slid open (up and down). Removing the crystal caused the door to close suddenly. Inside was long hallway with similar doors along it’s sides.

Placing a crystal into one of these, the group heard words spoken in the language of the ancients and learned from the humans with them that they could prevent the door from opening by removing the crystal before the door was triggered.

Food Supply

Experimenting, the group found that the long blue crystal caused the fruit to grow faster in the way the arboreans were using it. They let the humans know that they could ensure the provision of food, provided they could get back down, thus dissuading them from any thoughts of trapping them on the second floor.

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Session XII

Cast:
Cullen – Kalashtar Bard – (Steve)
Kel’saris – Elven Ranger – (Ryan)
Muy Serio – Bullywug Monk – (Jason)
Wil – Half-Elven Blackguard – (Dustin)

Otherwise Occupied:
Erithys – Elven Ranger – (Gretchen)
Ignavus – Human Cleric – (Chris)
Landen – Elven Sorcerer – (Scott)

Ancient Library

Kel final encountered a match for his thieving abilities in a couple of trapped doors. The triggering effects lowered defenses. The first room was an ancient library, and something about the shelves called to the characters, drawing their attention, slowing them down. The room also contained a large statue of an ancient, tall, slender and regal. There were also living ancients in the room who had somehow survived all this time. They were hunched, however, and did not speak, not like the two, regal statues you have seen. These attacked immediately, using psychic weapons.

After their defeat, the group searched the room and rested. Six books in all were found. Cullen was able to determine that one possessed recipes of some sort. From this he learned to identify the imperative verb form, allowing his to notice that another of the books was filled with imperatives, and this also allowed him to learn the negation of imperatives, also heavily present in that book. All of the rest of the books in the library were blank (save the four).

A Handy Haversack was also found, and a circlet on the statue which possessed ancient magic. Cullen was able to identify it, but its function was not clear.

Spend a Healing Surge and you will be able to see something “other” when you perform the minor action to perceive your surroundings. Will tried this and reported that everything appeared to have an oily color residue around it when using it.

Then the group proceeded to the next room, encountering and triggering two traps. Here they encountered four more ancients, one stood upright and spoke. All of the ancient encountered were wearing purple lined with silver. In the course of conversation, The speaker seemed to imply that the defenses of the last few rooms were his, and the group interpreted this to mean he was a necromancer.

Cullen asked what his people were called, and after thinking, he said, "I guess you could call us “gibor’”." Asked for his name, he answered, “Os’nappar.” (’ = accent)

Cullen made a deal with the ancient, that the group would return if they found the way out and help him to leave, in exchange for knowledge. The ancient gave 4 red crystals, half an inch in length to help the group. He told them they would work like keys, and told the group that the next floor up possessed things more powerful then he dared mettle with. When pressed he did not have the word in this language, but described, “creatures of scale and wing.” He also told Wil, when he tried to use the circlet, that he would not see any of that in here. The ancient was not very forth coming and the group suspects that he is one of the prisoners once held here.

Departing from the room, they spent several hours dismembering and decapitating all of the dead bodies on the floor, for fear the ancient would rebuild his defenses. Wil then tried to contact his Vile Servant with questions, but nothing happened. Wil suggested that this meant they were on another plane.

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Swssion XI

Cast:
Cullen – Kalashtar Bard – (Steve)
Erithys – Elven Ranger – (Gretchen)
Kel’saris – Elven Ranger – (Ryan)
Muy Serio – Bullywug Monk – (Jason)

Otherwise Occupied:
Ignavus – Human Cleric – (Chris)
Landen – Elven Sorcerer – (Scott)
Wil – Half-Elven Blackguard – (Dustin)

Arachnids and Pyros

The group tackled two more areas of the prison. North of the pit room was the prison opened to a forest of fruit trees with open sky above, which turned out to be an illusion. At the center of a clearing were four plinths and a square stone at its center. On the stone was a ritual circle written in the plant language and above it a dark blue crystal floated.

Exploring the room, the group was attacked by more arboreans as well as ettercaps, spider beings. After a fairly easy victory (with 6? critical hits), Kel dismantled the trap on the stone and retrieved a two-inch dark blue crystal.

North of the hedge room, was a room charged with carbon from something burning. Opening the doors to the adjoining room with a trap which Kel dismantled, the group encountered large curtains coated with a gel like substance. The curtains seemed to be made from patchwork from the clothing of past victims of the prison.

Beyond the curtain were more curtains of the same material, coated in the same way, forming a maze of sorts. Soon after entering, one curtain unexpectedly burst into flames, injuring Kel. Behind it stood an undead creature with fire burning in its hands. The creature then fled through the curtains. Kel then moved through the maze as fast as he could, mapping the area and shoving the undead he found toward the entrance where the rest of the group was. After nearly half the curtains had gone up in flame, injuring many, the group managed to defeat the four undead.

Only one path remains for the group on this floor, going further north.

Next week is a short week, so remember we’ll start about 11:00 and try to get through two rooms if possible, maybe only one. We’ll need 1-2 sessions more to complete the level after next week.

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Session X

Cast:
Cullen – Kalashtar Bard – (Steve)
Erithys – Elven Ranger – (Gretchen)
Ignavus – Human Cleric – (Chris)
Kel’saris – Elven Ranger – (Ryan)
Landen – Elven Sorcerer – (Scott)
Muy Serio – Bullywug Monk – (Jason)
Wil – Half-Elven Blackguard – (Dustin)

Otherwise Occupied:
None

Circumventing

After nearly dying at the hands of the Shaman and his plant terror, the group escaped and rested in order to be completely healed. But them chose to circle around and attack from the room’s other entrance.

Entering into the other hedge room, they found more of the scythe and short sword wielding plant creatures, but also a large dire bore and a hag, disguising itself as a hostage. Though they presented a small challenge, the group defeated them, save for the sword-wielder, who escaped invisible into the next room.

With the options of going through doors to the north or following the invisible swordsman west, they made their pursuit after about 15 minutes. In the next room, they found a deep bit, the source of the plant’s dirt for growing. Here they fought with a Satyr, 3 Shambling Mounds, and 2 plant creatures.

Checking the adjoining room, Wil found 500 gp in with the bones of bodies that have nourished the soil, among other mundane equipment.

Left with a choice of north or south, the group took an extended rest and moved south to take on the Shaman again. Kel, after preparations, went around to the previous entrance.

Combating the Shaman

With sufficient preparation, the group faced little challenge taking on the Shaman, his bear, and the plant terror.

Searching the area and the two adjoining rooms, the group found the following:

  • A 1-inch long yellow gem on the body of the shaman
  • A book written in a plant language from the alter
  • 400 gp, 1 500 gp gem, and a 10th level neck item in one room
  • 400 gp and a 8th level armor in the other room.
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    Session IX

    (Reconstructed, so some details may be less than accurate, etc. – Feel Free to post comments about errors)

    Cast:
    Cullen – Kalashtar Bard – (Steve)
    Erithys – Elven Ranger – (Gretchen)
    Kel’saris – Elven Ranger – (Ryan)
    Muy Serio – Bullywug Monk – (Jason)
    Wil – Half-Elven Blackguard – (Dustin)

    Otherwise Occupied:
    Ignavus – Human Cleric – (Chris)
    Landen – Elven Sorcerer – (Scott)

    Storage Rooms

    The group followed the quickling into the next room and were confronted with the Large plant creature, a bear, and a plant creature with magic, in addition to the quickling. The room contained four monoliths and many trees.

    The group was forced to retreat and in the process managed to kill the quickling.

    In the process, the group learned the following about the defenses:

    The Trees attack (at start of your turn) any space within 2 of the trunks.
    The Plant Caster can cast Close Burst 5 effects, center on himself or any of the monoliths.
    The Plant Caster has an Aura 5, 5 Poison damage.
    The Plant Caster one attack causes poison damage and daze.
    The Large Plant has threatening reach and can slide.
    The Large Plant seems to heal when he shifts.
    The Large Plant has aura 1, difficult terrain.

    The group is hold up in the color-lock door room.

    No session this Sunday (thus why I posted the combat info).

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    Session VIII

    (Reconstructed, so some details may be less than accurate, etc. – Feel Free to post comments about errors)

    Cast:
    Cullen – Kalashtar Bard – (Steve)
    Erithys – Elven Ranger – (Gretchen)
    Ignavus – Human Cleric – (Chris)
    Kel’saris – Elven Ranger – (Ryan)
    Muy Serio – Bullywug Monk – (Jason)
    Wil – Half-Elven Blackguard – (Dustin)

    Otherwise Occupied:
    Landen – Elven Sorcerer – (Scott)

    Fortified

    The group returned to the humans and found them barricaded in, claiming that the group had disrupted the system in the prison.

    Room 7

    The group tackled the southern hedge room, fighting plant creatures and quicklings, becoming divided by the vines that slow. One quickling escaped and have 15 minutes of rest, they decided to pursue.

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    Session VII

    (Reconstructed, so some details may be less than accurate, etc. – Feel Free to post comments about errors)

    Cast:
    Cullen – Kalashtar Bard – (Steve)
    Erithys – Elven Ranger – (Gretchen)
    Ignavus – Human Cleric – (Chris)
    Kel’saris – Elven Ranger – (Ryan)
    Landen – Elven Sorcerer – (Scott)
    Muy Serio – Bullywug Monk – (Jason)
    Wil – Half-Elven Blackguard – (Dustin)

    Otherwise Occupied:
    ?

    Room 5

    The group went to one of the hedge rooms and tried to negotiate, but they lied about not having crystals.

    Room 6

    The group took the stairs down and fought in the water systems against lizard creatures. They found a room with floating crystals like those that control the prison cells. They found a room with drag marks that lead to a secret room with a statue of what seems to be one of the ancient humanoids. The statue wore an amulet and was trapped. When Kel tried to disarm it, he triggered the trap and became infected. He then succeeded and recovered the amulet.

    The group traded the bodies for water rights and the crystals the humans had.

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    Session V & VI

    (Reconstructed, so some details may be less than accurate, etc. – Feel Free to post comments about errors)

    Cast:
    Cullen – Kalashtar Bard – (Steve)
    Erithys – Elven Ranger – (Gretchen)
    Ignavus – Human Cleric – (Chris)
    Kel’saris – Elven Ranger – (Ryan)
    Landen – Elven Sorcerer – (Scott)
    Muy Serio – Bullywug Monk – (Jason)
    Wil – Half-Elven Blackguard – (Dustin)

    Otherwise Occupied:
    ?

    Storage Rooms
    The group explored the storage rooms off the entrance room and found a hidden compartment with a small box with what look like oblong beads or tiny tubes with rounded ends. In another room they found a shelf with five small, evenly spaced holes, around one of which were shattered crystal shards, matching the communication crystals.

    A room with a color-coded door lock was eventually allowed to be entered by Landen and inside a Red Crystal, 1 Inch long was found.

    Exploring

    The group made a systematic analysis of their surroundings. Finding a room with plant hedges, stairs up and down, and other rooms.

    Room 2

    The group cleared a room of rats and suffered under a room the burst open with bones.

    Room 3

    The group dealt with a room with a complex flipping trap which contained an Otyugh. The opposite end leading to a room with plant hedges.

    Room 4

    Prison cells controlled by humans and a lizard-humanoid wearing magical armor. The group parleys and later trades with them for their crystals.

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    Session IV

    (Reconstructed, so some details may be less than accurate, etc. – Feel Free to post comments about errors)

    Cast:
    Cullen – Kalashtar Bard – (Steve)
    Ignavus – Human Cleric – (Chris)
    Erithys – Elven Ranger – (Gretchen)
    Landen – Elven Sorcerer – (Scott)
    Muy Serio – Bullywug Monk – (Jason)
    Wil – Half-Elven Blackguard – (Dustin)

    Otherwise Occupied:
    Kel’saris – Elven Ranger – (Ryan)

    Enemy at the Ford

    The group pursued Erythis through the morning until her doe walked across the surface of the river and wonders off into the distance. Looking into the distance the group sees the sign of approaching from the mountain pass.

    They divide the group again with Cullen and Kel still in the tower, Erythis, Landen and Ignavus return to town to pick up supplies while Muy and Wil cross the ford to warn the others. The three then make it back to the ford and cross in barely enough time to go unnoticed by day light.

    The approaching group sets up seven large, multiple person tents (at least 2 wagons and at least 8 horses, reflections of metal) on the southern side of the ford and the group decides it is safer to leave at night and make a long arch away from and around their encampment. They escape a conflict easily, but never learn who arrived or why.

    Wanted Men

    Returning to civilization, they learn that they are wanted to for Murder and the theft of an Horse bearing imperial markings. (the perception check Muy failed when he unsaddled the horse)

    The wanted poster had decent drawings of Wil and Ignavus and a near perfect representation of Muy, noting that they were traveling with two elves, an arghet (Kalashtar), and a dog.

    Brelon Slim

    Cullen spent the night distracting the locals and entertaining them with pro-fisherman, anti-city-folk stories and songs, and buy many drinks. In doing so, he told people his name was Brelon Slim, and convincingly so.

    In Dolpindar they found another wanted poster. The price on their heads was 1000 gp each and 10,000 gp for the whole group.

    From Dolpindar the group hired a ship to cross the bay to Celesthem and then set out on foot to Quisaadi. In Cnoc Muir Landen wandered off on his own and returned later. The group picked up rumors:

    • Avoided woods, people vanish
    • Dangerous path, filled death
    • Woods are an unsafe place for non-elves

    Calling on the Servant of Vice, two one-foot tall frozen trees appeared and these questions were asked:

    • Is the ancient ruins in the area where people vanish? Yes.
    • What are the dangers in that area? Imprisonment.
    • What are the rewards we could gain from going there? It depends on your skill, and your willingness to kill.
    • How can we defeat this imprisonment? Find the three crystals that open the transmitter.

    The group finds an area of the forest devoid of animals and at its center a pyramid, eight feet tall.

    Landen touched the pyramid and vanished.

    Calling on the Servant of Vice, two 50-foot tall treants appeared.

    • Do the crystals lie within the pyramid? Yes

    Cullen touched the pyramid and vanished

    *Where will the pyramid transport us? Failed

    Gradually everyone touched the pyramid and vanished.

    Room 1

    The group appeared in doors, falling into a pit of bones and fought a two-headed giant, two carrion crawlers, and zombies in a room with a pit at the center, ten feet down to bones, 25 feet down to the bottom. Aside from the mundane, the group found nothing save for the giant’s bag of heads, containing humans, lizards, and plant creatures.

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