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Return to the Tomb of Horrors finally gets a Story Hour!

I gotta say that this is one of my new type favorites. Yer tore those poor dice jockeys of yers a few new ones. I really like the tactics used by the beasties, I also enjoy the counter punches yer dice jockeys throw. Ever' since I jumped onto this read, I been watchin' fer it like a hawk.

The area battle in particular had me runnin' back here. I understand if yer doesn't wanna go through the hassles of writin' when nobody is readin' (my dice jockeys were the only ones who ever posted ta my story) but I gotta tell ya I been lovin' it.

-Immort
 

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Still here. I'm normally pretty much a lurker, so I don't comment much, but I definitely enjoy your story. I've gotta say, that arena battle was quite a piece. Man, Nuala was a tough cookie. I wish I had the module so that I could look over her stats. Did you use her as presented, or did you add some modifications? Also, did you expect the party to die? It seems that they never had a chance to find Nuala's life force, as Raffi had it all along, so the outcome was pretty well expected.

Anyway, good stuff. Even if you don't get many comments, remember that there are a lot of lurkers enjoying this.
 

Glad to hear people are reading it! :) Even if you weren't though, I'd still post it here, since I already write it out for my own use, and its pretty easy to cut and paste. :)

Schmoe: Nuala isn't the main villainess of the Black Academy. That would be a vampire Necromancer. However, the party had some history with Nuala, so I gave her the position. Plus, her ability to create Life Bane duplicates is at least as deadly as vampirism. :)

I hadn't planned on the entire party dying, but I knew it was a possiblity. Until Raffi (actually the God of Trickery) reached down into his couch, the finger was in a corner of the arena, waiting to have magic detected for. In fact, the Sorcerer had already started looking for it (at the Wizard's suggestion). Unfortunately he got distracted and didn't go back to that.

They also could have held her down and chopped her into tiny bits. They talked abot that, but never got her grappled long enough again.

Raffi was definitely a backup plan, as its no fun to kill an entire party because a DM makes a nemesis too powerful. It'll be a good plot hook for later, and he acn be used to help get the party back on track if they start to slip. For instance, they are talking about becoming arena fighters. Although that's fine, it won't help stop Acererak from becoming one with the Negative Plane, and it would mean that no heroes were there to stop it when Orcus decided to come out into the Prime from the Mines of Bloodstone. 8)
 

still reading?

Hi James,

as stated before, yes! sorry that the last answer to this important question was so short, but i am pretty low on time at the mom. The arena was thrilling! Now a little question: wil you do a thread like "defense of the black academy" again? i really enjoyed thinking on mean stuff some other DM can throw on his players (and the blackfire worked nice - though i didn't see the shelves above the doors .-). So, will you give us all a chance to take part in beating the party a little? ;)

Dougal DeKree, resort: illusionary light and magic
 

Definitely. Int eh player vs. DM game, the players have the advantage of more minds to focus on a problem. I have to even the odds by getting the assistance of the evil bastards on these boards! :D

Note that I don't really feel that D&D is a player vs. DM game, but there are times when the DM is the players' adversary, and I want all the help I can get. :)
 

The party studies up on their foe, meets with the ruler of the Gran March, and heads back into the tomb. Only two deaths so far, one in the arena, one in the tomb, both to the same player's characters (one cohort, one PC).

Deciding that preparation and discretion are the better part of valor, the group leaves to study more on the tomb, and also fight in the arena in the hopes of gaining more glory and wealth. A bit of shopping is also done, mostly by Oskar. Meanwhile, Billy continues scribing, as he feels the three month deadline breathing down his neck. He does spend an afternoon with the Sultan, ensuring that he will be able to use the books later, when the Sultan’s Magisters are finished with it.

Milo has his first battle in the arena, and being as he is an unknown, and does not bring his own weaponry into the battle, he is placed against a fairly inexperienced warrior, and trounces him severely. The next day Oskar repeats the performance, for pretty much the same reasons. Milo then faces an ogre in the arena, as he has shown great skill. The creature’s reach, hurled huge longspears, and ability to knock him down at will ruin Milo’s day, and he also loses quite a bit on a bet.

That same afternoon, William fights in the arena. Feeling confident, he elects to enter with only his sword, his Symbol of Heironious, and simple clerical robes. As he will be using his spells, they pit him against what is deemed to be a fair fight: 4 Girallons. Round one he casts repulsion, but to his dismay, 3 of them resist the spell and charge, and he is forced to encase himself in a wall of stone fort, with arrow slits from which to cast Destruction spells.

The beasts continue their advance, and begins to batter the walls down around him, one of them takes the full brunt of a Destruction, but although it howls in pain and anger, it does not fall. The holy flames breaking through its skin only serve to spur it on. Two Girallons pound on the walls, while the third climbs atop the stone fort William built and begins to batter the ceiling.

Before they can break through, William gets off another Destruction, this one does manage to completely destroy another of the beats, but the remaining two tear their way through the wall and also manage to severely beat William, one of them scoring a critical hit.

William casts heal on himself, then attempts to flee. Unfortunately he has boxed himself in and as he tries to shoulder past the beast in front of him, it slams him back into the cage he has created for himself. Moments later, he dies in that cage, and the beasts are hauled away, managing to only eat parts of him before the Magisters’ chains of force wrap around them and the ogres come forth from the underground area to drag the creatures away.

The next morning, Galrond teleports William’s corpse to Greyhawk city, where he is resurrected, and quested to prevent Acererak’s Apotheosis.

A few days later, while the majority of the group meet with His Illustrious Majesty Magnus Vrianian, ruler of the Gran March, Milo enters the arena again, undaunted by his friend’s defeat. Having learned from his previous battle, he decides to bring several more kukris into the battle with him, so that he will be able to wage a ranged war if need be. On the far side of the arena, another halfling enters, and the crowd cheers. Moments after the gong sounds, Alfred Hairfoot disappears, and Milo begins to worry.

Milo activates his boots of speed, and begins to run around the arena, trying to prevent Alfred from catching up to him and administering a surprise attack. Milo shouts out, “Show yourself chicken!” to which Alfred replies “Stop running away bitch!”. The crowd laughs. As the chase continues, the crowd begins to boo, wanting action. Milo sticks himself in a corner and waits.

He does not have to wait long, as Alfred appears some 25’ out, and 3 fiery bolts spring from his hands, slamming into Milo’s chest and neck. Milo is staggered, but charges and connects, only to have Alfred disappear and move away again moments later.

Another barrage of fiery bolts slams into Milo as Alfred reappears, and Milo charges, his boots active this time. He catches Alfred a couple of times with his kukris, while an invisible shield rebuffs several other swings. Alfred steps back and fires one last barrage at Milo, but it is not enough to stave off the assault, and he drops to the sand moments later. Milo steps back and enjoys the accolades of the crowd.

The group’s meeting with Magnus is very telling. They learnt that although the Academy has been destroyed, and Nuala has perished, the seemingly spontaneous generation of undead in the area has not ceased. In fact, while the party has been resting and recuperating (as well as preparing) in Lopolla for the past month, Shiboleth itself has been overtaken by undead. Those residents who have not been killed and risen as undead have fled the area.

Vrianian’s troops have managed to contain the threat, but the Orcs to the East are breaking their truce, and troops are being called to defend those borders, leaving not enough manpower and magic to stop the undead thoroughly. Clerical support has been hired and is on its way, but it will take them at least three weeks to arrive, if nothing goes wrong in their travels. Magnus feels they can keep the undead contained for a month or so, after which they will be fighting a two front war.

He recommends the party speak with his advisor, an ancient looking wizard, whose eyes still sparkle with clarity. Deloren suggests that the group perform magical research as rapidly as possible, then head to the Tomb to try to stop the source. He fears that an assault on Shiboleth will only buy time, when what is needed is to staunch the flow of negative energy that is raising these creatures.

The next day, the group performs several divinations. The questions they ask, and the answers they receive are:

Where is Acererak?
Look to your Astrologer for the answers you seek.

How do we save Shiboleth?
Stop the Dark Intrusion.

Who is Raffi?
Unknown.

Does the Great Heironious approve of Raffi?
He does not disapprove.

How do we prevent Acererak from becoming a god?
The light of the sun can destroy his phylactery.

Why was the ring of protection in the chest?
A snare requires a lure.

Where is the other piece of the amulet?
With a shard of its master.

Have we shut down the Black Academy?
Yes.

Galrond, using his Limited Wish, mimics and Legend Lore spell and spends a day trying to learn about Acererak. He finds out that the Lich has found the key to true Immortality and Godhood. He has been alive for well over 1,000 years and most of that time has been spent researching his Apotheosis, his ascension and joining with the negative material plane. His fortress lies beyond the dead city of Moil and his tomb is both a trap and a doorway, where the foolish perish and the wise reap the reward on the other side. Finally, they also learn that none have ever returned from his fortress, although many have reached it over the millennium.

Teflon Billy recognizes the name of the city of Moil as having been tied to Orcus somehow, but he is unsure as to what the connection may be. The group feels that there will be a doorway in the tomb that will lead them to the city of Moil, and that somewhere within that city they will find a passageway to Acererak’s Fortress.

Additionally, Amastacia scries for the second half of the amulet that was found on Nuala, which the group takes to be the Amulet of the Void, which Galen’s journal pointed to being a key to Acererak’s door. The Amulet is seen to be in a room filled with treasure, gems and jewelry, swords and spears. Sitting on a raised pedestal in the room is a skull atop a pile of bones and powder. On a cord draped around the skull, looking as if it is being worn, is the other half of the amulet.

Oskar, having requested a Dwarven Waraxe from the arena officials, again enters the arena to fight. This time he is pitted again the ogre which beat his friend. Although he takes a few solid blows, he brought missile weapons with him, and manages to whittle the ogre down. When melee is finally engaged, the ogre gets the worst of it in every exchange, until it finally conceded when it fails to trip the dwarven defender.

The next day, Kargur goes to an astrologer, thinking perhaps that is what the cryptic answer was referring to. For a modest fee, the grizzled old woman casts the bones. She tells him she sees blood and glory both behind and before him, and that the path he takes is fraught with peril and that he should tread wisely. Although certainly good advice, it doesn’t point towards any obvious answers, and Kargur leaves to try to meet with fellow Stargazers, thinking perhaps his order is what was being referred to.

It takes a couple of days to arrange a meeting with a higher up in the Order, and when he explains the situation, and relays the divination’s response, Joseph Steelblade, Paladin of the First Rank tells him, “These divination replies are usually very vague, and yet very specific. If the answer was to speak to your astrologer, and William cast the spell, it would appear that you may be the one to whom it refers. Perhaps you know more than you have revealed? If you share the prophecy with them, they may be able to help unravel its meaning.” Kargur thanks the man for his time, and leaves.

As the group prepares and researches, Oskar takes the time to enter the arena one more time. This time he finds himself squaring off against a Hill Giant, and he feels secure, as his Dwarven Heritage has taught him how to fight these creatures. The gong sounds and he rushes straight in. The giant hurls a couple of huge boulders at him, and then moves away. Oskar chases while the giant hurls, and every boulder goes wide of its mark, then Oskar is near and the giant readies its massive tree trunk club.

Oskar moves in and gets slammed with the club, but he manages to spear the beast. The giant and Oskar go back and forth, with the giant disarming Oskar and Oskar drawing a new weapon or grabbing the old one and taking a swipe. Finally, Oskar manages an awe inspiring maneuver and with a deft twist send the giant’s club flying. The giant, dismayed but not beaten, snatches Oskar’s spear out of his hand and snaps it in one hand.

Oskar draws his Waraxe and moves in, only to have it disarmed and stood on. Oskar moves back and begins throwing javelins, so the giant rushes up and grabs him. Although Oskar manages to escape a few times, when the giant grabs his spear and his quiver of javelins away from him, he concedes.

When he returns to the group, he tells them that the meeting was unsuccessful, and suggests they go to meet with Old Gerdie, another Stargazer whom they have had dealings with in the past. She has been in the Tomb before with Galen’s ill-fated trip, and although she was very forthcoming with information in the past, and said she had told them all she knows, the group heads to her home. She quite angrily rebuffs them, having tried for years to forget that journey into the Tomb of Acererak, only to have these people dredge those memories up again twice within 6 months. She angrily tells them she has already told all she knows, and would prefer to leave those days behind her. The group leaves, and without any further information, elects to head into the Tomb.

The first thing they notice when they reenter is that the plaster over the hidden door has been replaced. They tear it back down and ready area Greater Dispellings for the Mana Elementals they suspect are behind the next door. Their suspicions are correct, and although Cristoph gets slammed fairly hard by one of the things’ fists and the other three’s mana bolts, the group makes quick work of them, with Billy and Galrond’s dispels destroying them.

The group presses on, past the complex of chambers where magic missiles slam into them, and crawl into the space behind the illusory black sphere. The passage twists and winds, and they come out into a medium sized chapel. The walls are painted with scenes of daily life, but the people depicted therein are all rotting and decayed. The mural is interspersed with symbols of good religions though, which confuses the group greatly. On the far side of the room, a corpse has fallen to the ground next to a faintly glowing blue altar, and his finger points to an altar of swirling mist. The group feels that is a warning, and although Oskar’s experiments with the mist do not indicate any danger (the things he pushes through come back unscathed) the group elects to avoid that for now.

Cristoph begins to search, and as he checks out the altar, a bolt of lightning blasts up the aisle, slamming into Galrond while Cristoph nimbly dodges. The altar begins to glow a dark red. The party dives for cover, but less than a minute later, the glow drops to blue again, and the party breathes a sigh of relief.

Cristoph then begins to search the pews, as their seats have hinged lids and could contain something of use. The first one he opens sends gas billowing out into the room, and Galrond drops, his strength sapped by the gas. Moments later, William also falls to the strength-draining gas, while Kargur staggers but does not drop. William heals the victims while the gas disperses, and Cristoph stops searching the pews, having found only moldering old books in that one.

They spread out and search the walls, and in one corner find a tiny O shaped hole, just right for a ring. Remembering the rhyme, they place the ring in the slot, and the wall begins to slide into the floor, revealing a passageway with stairs behind. The group rounds the corner and finds a doorway. Cristoph reaches for the handle to see if it is locked, and the door sticks to his fingers and flies open, nearly hurling him through. He leaps back and then searches the floor, and sure enough, he finds a pit waiting for him to plummet into it, the bottom lined with spikes, dripping with negative planar essence. A short way past the pit is another door.

Cristoph uses his slippers of spider climbing to walk along the walls to the next door, and when it flings open at his touch, he is ready for it and does not fly through. Again he finds a pit on the floor, and a door slightly further down the hall.

At this door, he decides to use his slippers to affix himself to the doorway, hoping that it will prevent him from flying through. It turns out to be a bad plan though, as when the door flies open, he loses his grip and drops into the pit behind it. Several spikes pierce his armor, and moments later he is completely mummified.

Milo drinks a potion of Spider Climbing and scampers down into the pit. Avoiding the spikes, he takes Cristoph’s boots of climbing off and uses them to leave the pit. He also takes Cristoph’s Circlet of Seeing, so that he can search now that the other scout is dead. Kargur, using Cristoph’s boots, walks down and grabs Cristoph. He returns to the surface with their fallen friend, and the group debates leaving. Milo assures them that he is a great searcher, and to prove it (spurred by the group’s recounting of the rhyme) he goes into the pit. He finds a secret door on the wall of the pit, leading into another corridor.

The party decides to press on, and as they round the next corner, they come to a door. Milo searches the door for traps, and inadvertently sets one off. As gas fills the chamber, it also fills Milo, Lanis, Galrond, and Billy’s minds with fear, and they turn to flee. Oskar manages to grab Milo, but Galrond, Billy, and Lanis run headlong into the spiked pit. As they scramble to get out, spikes tear at their flesh and clothing. Galrond and Billy’s fear soaked brains do not even notice that their legs are rapidly mummifying. Lanis’s armor stops most of the spikes though.

William casts remove Fear, and the entire group’s fear fades. He then sees the mummification, and casts Mass Heal, his last one for the day. Everyone files back into the corridor, and the group again begins to debate leaving.

James
 

The next morning, Lo’ser (an associate of Cristoph from the Closed Eye) comes to meet with Cristoph. When he learns that their leader is dead (but will not be dead forever) he talks with the party and decides that he would like to travel with them. He has heard legends of the Tomb, and is interested in the treasure to be had there. Milo, having been shaken by his experiences there, decides that perhaps travelling there is not something he wants to do, and he bids the party farewell.

Lo’ser, William, Galrond, Kargur, Teflon Billy, and Oskar return to the Tomb of Acererak. Working their way around the many traps and back to the passageway in the pit, they send Lo’ser ahead to scout (using William’s Circlet to aid his vision and Cristoph’s boots of spider climbing to help him negotiate the pits. As he moves up to the doorway, a quick search reveals the mechanism that released the fear gas, and a few moments later, he has it successfully disarmed. Opening the door, he sees a richly furnished room (the couch in it is solid gold). Lying upon the couch is a skeletal figure, which stands up as the door opens. “WHO DARES DISTURB THE REST OF ACERERAK? IT IS YOUR DEATH YOU HAVE FOUND!” booms forth from the ancient figure’s mouth. Lo’ser, feeling brave, charges in and nicks the creature with his dagger. Moments later he is sent flying and staggered from two slams of the thing’s unearthly strong fists.

The party flies into action. Oskar charges and takes his stance, while Lo’ser flees to get healed. As William is healing him, both Billy and Galrond target the beast with spells, Billy attempting to Disitigrate it, and Galrond attempting to turn the thing into a paper mache pinata. Both spells hit, but wash harmlessly off the thing. The Lich responds by slamming Oskar repeatedly, and even the stout Dwarven Defender is reeling from the blows. Kargur charges forward and bashes the thing, while Lanis plugs it with arrows.

Moments later, Galrond’s second attempt at transformation succeeds, and the thing is transformed into a mahogany end table for the couch. The group moves forward and shatters the divan into several pieces, which then change back into an ancient corpse, broken and battered. As the thing dies, the walls begin to shake and crumble, but Lo’ser realizes (with the help of William’s Circlet of True Seeing) that it is merely an illusion, and the party waits for it to pass. They then begin to gather up the items in the Crypt: an arcane scroll, several potions in a jade coffer, a bejeweled crown, and the couch. At first, they wonder how they will manage to carry the massive golden couch, but when Galrond turns it into a gold coin and places it in his pouch, the dilemma is solved.

Knowing that they must find the Lich’s phylactery to prevent it from returning, they begin to search again. Not far outside the door to this crypt, they find a hidden passageway, which leads to an alchemical chamber. It is cluttered with alchemy tools and supplies, as well as mummy preperation tables and accouterments. In the center are three huge stone vats. One contains 3’ deep dirty water, a second holds a blue-green murky liquid, which has a golden glinting object at its bottom, and the third contains a greyish oily substance. Lo’ser casts detect magic and sees that both the golden object, and another object hidden in the greyish liquid are magical. Using Mage Hand, he grabs the golden object, and finds it is half of a key. A bit of experimentation with the grey liquid shows it to be powerful acid, which destroys one of Oskar’s Javelins, and several items they attempt to scoop liquid with. As this is happening, the remainder of the group is searching the room, and another secret passageway is found. Deciding to leave the liquid for now, the party moves on.

Around the corner they find a 20’ wide open pit, spiked. Fashioning a makeshift rope out of mummy wrappings, they use it to pass the boots of spider climbing back and forth, and bypass the pit, to find a secret door on the far side. Beyond, the passageway turns and comes to a fourway intersection, where Lo’ser finds a pit which he disables (despite the party’s telling him not to, as they believe it may be the second “fortuitous fall”.) Lo’ser then moves North to investigate another doorway. Although he finds no traps, when he opens it, gravity suddenly reorients itself, sending him, Galrond, and Oskar plummeting down the corridor to slam into a door down the southern passageway. Shaken but not seriously injured, the group again uses the boots to climb out, and Lo’ser opens the door below them, which has only a solid stone wall behind it (the Northern door also covered a wall).

Crossing the corridor / pit ,they continue West, to where a female voice calls out from a mist filled room. “Hello? Is somebody out there? Why don’t you come visit me?” Suspicious, the party discusses what to do, and Lo’ser decides to enter. As he breathes in the mists, he feels his mental capacity slipping away, and is feebleminded. He stands sheepishly, and when the beautiful figure moves forward, he stares at her. She attempts to talk to him, but his lack of response leaves her upset. “Why won’t any of you come visit me?” She asks. “I suppose you aren’t brave enough.” This last statement upsets Kargur, who feels himself to be totally lacking fear, and he steps in. The mists seem to have no effect on him, and he talks for a short while with Lucilla. He learns that she is a nymph, that she is unsure how long she has been here, and that she knows practicall nothing about the Tomb itself.

As Kargur talks, he moves around and searches the room. He finds two sacks in the corners, but does not disturb them. Wanting to talk more, but hoping the rest of the party will join the discussion, he invites Lucilla out into the hall, and she happily accepts. Lo’ser follows, and after he ignores her requests to stop staring at her (“it is rather rude”) she asks the group to look away. They do, and she reveals a portion of her true beauty to Lo’ser, blinding him.

The group continues to talk, and William casts Heal on Lo’ser, which restores his mind and eyesight. After learning that the Nymph knows nothing of the Tomb, Acererak, or why she is here, the group goes to talk amongst themselves.

Kargur moves back into the mist, having asked Lucilla if she minds if they take the sacks. She has never opened them, and does not care. He goes to pick up the smaller sack, but cannot find the larger sack. Lo’ser, for some odd reason, decides to go search for the sack, and is again feebleminded by the mists. This time, William extracts a promise to revere Heironious before he Heals the foolish Sorcerer / Rogue.

Lucilla, deciding to explore the world, steps through a dimension door before anyone tries to stop her, and is gone. Teflon Billy mentions the Astral travel problems, and the group feels that Lucilla is probably dead now, but they do not attempt to investigate.

Kargur goes back into the mists and completely explores, but finds nothing, so the group returns to search the corridors. They find a hidden doorway behind the false Southern door, and move through it. Down the corridor and through another door they find two large double doors. As Lo’ser opens them, gas spills out, and both Lo’ser and Teflon Billy fall unconcious. Oskar, William, and Kargur are also in the gas, but they do not succumb. Oskar drags Billy back, and a massive metal elephant on rollers comes trundling out of the far doorway. As the group retreats (leaving Lo’ser behind) he finds himself standing in a vast empty space.
 

Before him is a 9’ tall man with Iron Wings and a halo glowing fiercely over his head. “So, it appears the Tomb is about to claim you, eh?” says the Solar. Lo’ser replies with a succint and to the point “huh?”.

The Solar points down and Lo’ser sees himself about to be squashed beneath the massive juggernaut. The scene is frozen, with his foot mere inches from being pulped. Looking around, he also sees about 50’ away, a large snake woman with six arms, frozen still. “What’s that” he asks.

“She is one of Acererak’s Guardians. Although she means nothing to me, I would suggest refraining from astral travel within the tomb, as she could most certainly prove troublesome for you. However, let us discuss business. Your friends have a great destiny before them, and your skills could be of great use to them. If we are correct, they are destined to face and destroy Acererak, and then to go against his dark master Orcus. I would like to ensure that you will be on the right side when the time comes.”

Lo’ser thinks for only a moment, then looks at his body. “Ok.”

“Good,” Replies the Solar, and Lo’ser finds himself back asleep. His body disappears and reappears at William’s feet, safe from the juggernaut’s trampling. It continues towards the party, and they all move away. After coming a short distance into the hallway, it returns to its starting position out of sight of the group.

As Lo’ser snoozes, the Solar’s form shifts and bends. Conrad Adar, premiere member of the Baatorian Legal Association turns to leave, chuckiling at his newfound tool, to be used to retrieve the powerful wand of Orcus in the future. As he is about to leave, he notices the group deciding to return down that passageway, and he again takes the form of the Solar, hoping to gain more converts to his cause if they continue to face the juggernaut.

William, Billy, and Oskar feel that they can overcome the gas and slip past the juggernaut while it is in the hallway. They move out, and as it follows them, they turn right where it had turned left. It again turns left, and the three head in. It only takes a moment for Billy to succumb to the gas, and the exploration turns into a frantic attaempt to drag him to safety as the juggernaut returns. They rush forward, and find that the door the juggernaut came from holds only an empty room. As the massive metal figure trundles towards them, they too find themselves standing in the Astral Plane before the form of Michael Ironwings.

William and Billy recognize Michael from galrond’s descriptions of his Celestial Ancester, and when the offer of aid is proposed to them, they too rapidly accept. Conrad, feeling that too many interventions may tip his hand to the celestials, tells them that he can no longer intervene, for Nuala’s treachery has been balanced. He chides them into ignoring the passageway, and points them to a previously unseen hidden doorway.

The three find themselves back in the passageway, and after a bit of discussion, where William tells Galrond they met Michael Ironwings, Billy and Lo’ser awaken. William stops Galrond from rushing down the corridor so that he too may meet Michael Ironwings, and informs the group that the forces of Light will not be able to intercede any longer. With the party back up and ready, the group heads down the secret passageway, to find a solid adamantium door in an anti-magic field.

Conrad turns to leave for good now, and waves to the Marilith as he leaves. She breaks free of his enchantment, but the bindings of Acererak force her to remain here guarding rather than track the devilish lawyer down to exact revenge.
 

James McMurray said:
I would like to ensure that you will be on the right side when the time comes.”


As Lo’ser snoozes, the Solar’s form shifts and bends. Conrad Adar, premiere member of the Baatorian Legal Association turns to leave, chuckiling at his newfound tool, to be used to retrieve the powerful wand of Orcus in the future.


Hehe, now THAT's rich! :D

I can't wait until the group finds out just who their "savior" really was.
 

The door has no handle, but three blade-sized slots lead the group to place swords (non-magical) into them. After some experimentation, the door slides down into the floor, revealing a large chamber beyond it.

Massive 1.5’ thick pillars line the room, and in the North is a Silver and Ivory throne on a raised ebony dais. To the South they see three closed alcoves, and a large green face with a black mouth, not unlike the one in the main entry hallway. In the center of the large chamber is a large red gem, glowing with torches’ light. Scattered around it on the floor are several shattered and scorched corpses.

Lo’ser moves forward to investigate, but as he brushes against a pillar, he finds himself floating upwards towards the cieling. When he reaches the roof 30’ above him, he flips over and uses the boots to walk along the ceiling towards the throne. He detects magic, and it stays up for just long enough for him to determine that the gem, pillars, and mouth are all magical, before the oppressive tomb dispels it. He also sees a second green face acroos the hall from the first.

Walking over the gem, he drops a copper coin on it, and the gem skitters an inch or two across the floor, while the coin rolls away. Whatever trap may be there, that has failed to set it off. He then turns his attention to the throne. Walking up to it (and no longer trying to float away) he sees a golden crown atop it with a sceptre beside it. The sceptre is electrum, with a silver knob on one end, and a golden one on the other. A quick search shows that the throne can slide downward into the floor, but no apparent mechanism is found.

Moving south, he heads to the center alcove. As he searches the door for traps, it begins to glow violet, with streams of sickly green. After a few moments of nothing happening, he opens it, and sees another door 5’ beyond. He moves forward to open that door, and finds a short tunnel leading to a medium sized non descript room. The wall of the room are lined with swords crossed over shields. As he moves in to investigate, the door behind him slams shut, and a set of two swords and one shield fly towards him to attack.

He ducks and dodges them, while the party outside hears the door slam shut. They move forward to help him, but must travel slowly, as they have been warned not to touch the pillars. Oskar, William, Kargur, and Galrond move along the outer walls, while Lanis heads into the room and Billy moves along the walls north to get a better view from outside of melee range.

Oskar is the first to reach the door, but not before Lo’ser is slashed by one of the swords, and sees several Magic Missiles wash off of them harmlessly. He also attempts to raise a magical shield, but it sputters and flickers a few moments later, as the Tomb’s dispelling destroys it.

Oskar draws his spear and tells Lo’ser to open the door. Lo’ser does so, but that apparently angers the tomb, as the remainer of the weapons and shields on the walls fly towards him to attack. He quickly tumbles back (and bumps a pillar on his way out). As he begins to float up, he lobs a bead from his necklace of fireballs into the room, turning the majority of the weapons to slag. He floats to the ceiling again, and latches on with his boots.

As Oskar takes his defensive stance, the group continues to head that way. Galrond blasts a sword with Missiles, but they wash harnlessly off of its hardness. William, bringing up the rear, is the only one to move to close to the green face. As he gets near it, the mouth opens wide and sucks him in. A brief scream, and he is gone.

The group makes short work of the swords, with Oskar suffering only slight wounds. They then turn to realize that their cleric is gone. William meanwhile, finds himself being spat nude out of the mouth of the face in the main entryway. The only light is a dim glow from a mist shrouded archway beside him, and the tunnels leads off into the darkness in front of him. Ahead he can see the distant glow of the candle-lit outer hallway, but the light is nowhere near bright enough for him to be assured of avoiding all of the pits that he knows are there.
 

Into the Woods

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