TSR [Let's Read] Polyhedron/Dungeon

What, you really thought I wouldn't include one of these? As if!


The players of the priestess and the githyanki were both absent this time, leaving just the binder & sniper controlling everyone to finish off the match. The drow wandered in a little late. Seeing that his companions were winning, he decided to place a big bet upon them before joining the crowd on the stalls. The others continued to wear down the three remaining opponents. The priestess and binder concentrated their attention on the enemy rogue and monk, with the sniper further multiplying out the greased up areas to limit their options of places to move. The efreeti created some more illusions of himself in an attempt at being able to move around without being attacked again, but the githyanki sprouted some Evard's Menacing Tentacles to harry the illusions on both sides and pick out the real one. The monk was the next to fall, then the efreeti, leaving the enemy rogue the only one standing. He tried to run, the binder gave chase, and would probably have finished him off soon enough, but the ogre mage on their team that became invisible right at the start swooped out of nowhere to snipe him with cone of cold and claim the glory of taking the final shot. Since they were down half the team at that point, they decided not to make any big decisions about where to go next in session, but cut it short and do some more shopping and customisation of the binder's new flying ship. It seems like we've hit another point where things have slowed right down and I need to think about how to get the plot moving again for next time, otherwise they could stay sidetracked for weeks.
 

log in or register to remove this ad

Everyone was present. The session started with a lengthy debate about where to go next. The main topic of the debate was the red sun world. Just what was going on with that place? Both the githyanki and the sniper had done as much research as they could, which continued to get cryptic hints but any direct questions about the other side simply hitting a wall. Even going to the Grand Repository in the City of Brass and sacrificing an eye resulted in hours of confused searching by the scholar, even though that place supposedly contained all the knowledge of the multiverse. It's definitely not Athas, despite having a red sun. It's not the illithid homeworld spoken about in the rantings of Step'hen In'n'iss, as it has a day-night cycle rather than just being fixed in place. There's no significant life left after the fungus lord died, but if there are lights on the moon, then there's obviously still life elsewhere in that universe. Some of them were worried they weren't equipped to handle it yet and should do some of the other quests first, but ultimately, their curiosity was stronger than their fear. The binder tried to use her new ship's power to plane shift to head straight to the red sun world, but that simply fizzled, using that power for the day without result and forcing them to hang around at the city of brass for another day. (which currently puts them at T -42 days until the big G-day invasion ) Having confirmed that the gate beneath Needlespire is indeed the only known way to get in and out of that other reality, (which means if they can find the chains again and seal it up, nothing from the other side can come through) she planeshifted them all off to Pharagos and flew the ship the remainder of the way back. Once parked above the mountain, they put on their underwater gear and did the double teleport jaunt necessary to get down to the gate, through it and out of the mountain on the other side quickly.

Once safely out, the first theory they tested was to see if they could still contact their own gods here. The priestess cast commune, but instead of the curt replies of Loviatar, all she heard was a chaotic piping sound that tore at her sanity. The player instantly twigged that this was Lovecraft related and she was hearing the tones of Azathoth, but her character rolled poorly on a Knowledge (religion) check, (the cthulhu mythos obviously isn't very well known amongst faerun natives) so they're still in the dark IC about the full implications of that information. They looked to the Drow to see if he wanted to cast Contact Other Plane to confirm they were out of touch with other gods they knew as well, but he was like absolutely not. Next thing they tested was to see if the geographic correlation held up further away. They teleported to where L'trel was on their world. They found that their theory was correct, the landscape was still fertile ground with mountains to the south and there was a settlement there, but the town was completely different: big hexagonal communal buildings packing bodies in densely as befits a hive-mind with no concern for privacy, all now empty with the powdery dust from dead minions everywhere. Further investigation revealed two things of note amid the otherwise highly formulaic construction: a couple of colossi very similar to the one they fought before at the edge of town, but heavily worn and out of power, and a library which featured the fungus lord's records of his agricultural experiments over the years. Apparently, being thrown into another world with a red sun and running it once you've taken it over takes a lot of thought, as you have to reinvent crop rotation from scratch with plants growing differently under the red light and manage the number and type of your fungal bodies in any particular area so as not to exhaust the soil. Still, having started as a druid, Xhagevoxhab was well-equipped for work like that and had it down to a solid formula after several centuries.

He'd obviously not done so well on his attempts to escape though. All this archive rummaging prompted the sniper to put down a few of the cards he'd been playing close to his chest, and reveal that there was another archive in the city close to needlespire. There, Xhagevoxhab had recorded its escape attempts and its subsequent plan to drain the sun by replicating the method used here, eight massive obelisks at the corners of the planet created ages ago by the Illithid. (thus confirming that they did indeed inhabit this place before the fungus invaded and were responsible for dimming the sun here, which meant it had been a normal yellow sun in the even more distant past. ) He hadn't found it an easy process though, with numerous frustrated redrafts and scribblings as he tried to translate the ancient illithid writings and adapt the details to fit its own powerset. Having added that revelation to their dataset, they wanted to see one of these obelisks in person. This involved some serious knowledge rolls to determine the overall circumference of the planet and where they would likely be positioned, (if there's 8 of them, equidistantly positioned, that makes a d8 shape with the points on the 45th parallels.) which delayed them a little more, but between them, they once again had the knowledge skills to make those rolls. There, they did indeed see a massive ancient obsidian obelisk jutting into the sky, but heavily worn and no longer registering as actively using magic, indicating that once the sun was drained, it was no longer needed and destroying them would not return it to its previous state. All these jaunts completed (and the sniper's 5th level spell slots nearing depletion) they teleported back to the city near needlespire to wait for night to fall so they could look at the moon. However, as the moon was nearly full at this point, they couldn't see the smaller spots of light on it that would indicate where settlements might be that night. They decided that as it was still over a month before it was all hands on deck for the invasion and they'd be missed if they didn't show up, they could spend a few more days here. In the meantime, they decided to investigate the great pyramid to Xhagevoxhab's glory in the centre of the city. (using the map to B4, but coming in on the lowest level) This was mostly uneventful save for the sniper completely botching his spot check when scouting ahead and blundering into the pit trap at the crossroads, which was more wounding to his ego after getting through all the much more sophisticated traps in the previous adventure than to his hp. After circling around the edges of the pyramid clockwise, they found the stairs down, which took them into a basement area where the fungus lord keeps some things heavily guarded, including one of the chains they need to close the gate. (using The Mud Sorcerer's Tomb, one of the few adventures that still makes sense transplanted to a dead world as it runs entirely on traps and constructs.) Having reached the main door and puzzled at the writing on it for a little while, they decided this would be a good point to call it a night. We shall see if they have the brainpower to deal with this next week, or this will finally be the adventure to stump them despite the myriad powers at their disposal.
 

4 players present: They hemmed and hawed for a while on the very first puzzle, eventually pushing each of the buttons in order. Fortunately there are no particular consequences for failing this first one, and so even though they pushed the right one last (standing well back and getting a summon to do it just in case there were dire consequences for picking wrong) the big stone slab did eventually open for them. They then headed into area 2, taking various amounts damage from the Forbiddance effect along the way, except for the drow, who's player was absent again, so I had him stay outside since failing the save could have one-shotted him and killing characters when their players aren't there just isn't fair. This may prove to be advantageous long-term, as it means there was someone on the outside when the door closed again behind them, giving some extra options for escape without completing the whole adventure. The binder splashed around in the pools, but did not find the key down there and they decided against ringing the bell, so they never got to see the water level changing trick. She was more useful in the next couple of rooms, taking the initiative in opening the secret door in the room of acid tears, tanking the damage for herself and then getting out a golden parasol from her collection so the less tanky party members could get through without suffering. She also figured out the trick to the rotating central statue in room 4 straight away. They used this to first get into room 5, which contains only a single buried body and minor treasure. (with the death by strangulation in the original adventure replaced by an illithid borehole to the back of the skull to keep things in theme.) Then they turned it around and tried to get into room 6.

Here some unintended changes to the original adventure started creeping in, because I forgot that up on the map is not north in this adventure. This meant the poison needle was in this door. The sniper tried to pick it, rolled poorly and wound up reduced to 2 str. (After many sessions of barely being targeted by monsters due to all his sneaky tricks, he's definitely finding it humbling that mere mechanical dangers would be the thing to bring him low.) Once again it fell to the binder to smash down the door. Inside, they saw the huge head statue on the opposite wall, reskinned to a particularly corpulent illithid with its tentacles held aloft, but still with a tunnel in its sphincter mouth big enough to fit tiny creatures. The sniper could probably have used his kobold flexibility to squeeze through, but was still feeling extra cautious after the last mistake. So the binder revealed yet another of the tricks up her sleeve that she hadn't found a reason to break out - a few levels in Osteomancer lets you liquify your bones and ooze through the smallest gap. This let her get through to the other side without incident and open it to let the others through.

They then headed around to room 11. They didn't spot the secret door, but did spot the naga curled around the central pillar camouflaged amongst all the bas-reliefs. (now with extra pseudonatural template) This led to several minutes of tense whispering amongst themselves trying to talk about it without it realising it had been spotted, which mainly just wasted time. Eventually it just cast Evard's Black Tentacles at them and started the combat. Since many of them got grappled, and some of them wasted time attacking the indestructible tentacles, it took a couple of rounds before the binder could close on it and shred it into pieces, but once she did, it died as quickly as most things without DR. They headed on down to corridor 10. They approached the clockwork automaton outside cautiously, but as it didn't attack, eventually went up to it. They used large quantities of force to get through the door to room C and the treasure chest inside, which unfortunately set off the flasks of oil and destroyed the manual. Faced with the choice of putting the key in the automaton and turning it clockwise or widdershins caused a whole load more dithering, but eventually they decided to go with the traditional direction from their universe. This of course made it explode, making them think they'd made the wrong choice and this was just another way this universe was subtly wrong. (when in actuality, both directions screw the PC's over in this adventure, just in different ways)

They continued to explore. They saw the rug in room 12, but pointedly did not touch it, evading that particularly lethal little trap for now. They resisted the effects of the illusionary fishes and found the key to the secret door in room 14 without incident as well. Things got interesting again when they headed down the stairs and reached area 16, the teleporting chamber behind the secret door. They didn't actually roll well enough to find it, but knowing that a dead end like this is suspicious, the sniper decided to risk the side-effects Blinking has here and see what was on the other side of the wall. His intuition was right, and he wound up in the small room covered in glyphs and spirals. Since he examined everything closely, this moved him over to the seemingly identical room in area 17. As we were near the end of the session anyway, I decided it would make most sense to send the rest of the group away and resolve what happened while he was separated in PM. We're less than halfway through this adventure, so it'll probably keep them busy up to the end of the year.
 

Enchanted Trinkets Complete

Remove ads

Top