Against the Giants: Liberation of Geoff

Vault of the War Machine
Session 149

18th Planting, 594 CY (low summer)

The Heroes arrive at the secluded gully mid-morning under a heavy squall. They find a stone door, marked with symbols of the elements. Calibos puts his back into it and manages to lift the door: beyond lies a short corridor, the ceiling engraved with symbols for the element of air; the floor covered in symbols for the element of water; and the walls bearing the symbols for fire and earth. Opposite, another door, again marked with the four elemental signs. Expecting it to be warded, Halmary prays to find traps and the walls, floor and ceiling glow in response. The Heroes suspect that they have to use the Seals to enter, and Calibos touches the Seal of Water against the floor, which vanishes to be replaced with a 10’ deep pool of pure water. Unfortunately he also drops the Seal, and it sinks to the bottom. Xellos, flying, touches the other Seals against their respective symbols but all that happens is that when he touches the Seal of Air against the ceiling, a gust of wind nearly blows him down into the water.

Halmary and Sidni use the cleric’s net and ladder to make a crude fishing-net contraption and hook the Seal from the water. The floor returns when there is nothing there, but touching it with a foot makes the floor disappear again. Calibos tries the Seal of the Earth: the floor disappears, he holds on to the Seal, but then a freak wave grapples him and drags him underwater: a water elemental tries, unsuccessfully, to drown him. He retrieves the Seal and climbs out using Halmary’s ladder, after Xellos single-handedly slays it.

They deduce that the Seals have nothing to do with the trapped corridor, and instead fly over the water, open the other door and enter a hallway with passages to either side and another door opposite. They shore the front door up using branches, light a lantern, and with an invisible Sidni leading the way, they head north [right on the map] and come to a chamber with two passages: one guarded by an air elemental, the other by a water elemental; both quite large. Calibos tries to just walk past them, but they are having none of that nonsense and attack… by running into each other and merging, forming a hybrid blizzard elemental!

The Blizzard Elemental is quickly surrounded: Calibos uses his shield to enlarge himself, Halmary uses his shield to grant himself short-lived giant strength, Xellos pelts it with fiery magic missiles, and Sidni and Ungrid just wade into it with spear stabbing and hammer swinging. It manages to wound Calibos, who has to back off to heal himself, but the others gang up on it and Ungrid delivers the killing blow. The whirlwind fades away. The two passages each lead to a smaller chamber, pedestals of gemstones resting within; each just the size to hold one of the Seals. They place the Seal of Air and Water on the correct plinths, which glow, and somewhere inside the vault the sound of chains breaking can be heard.

Down the south corridor they head, following a twisting corridor to another chamber, this one guarded by a fire and earth elementals. Halmary blesses them, and bestows_ resist fire_ on Sidni, while Xellos increases his necromantic potency; then Ungrid starts it all off by hurling his hammer at the elementals: they too merge, but a swing of Xellos’ magic axe Hewer dismembers and separates them: each is then quickly destroyed, falling to Ungrid and Halmary. Two more chambers, two more Seals placed. More chains break. The vault shudders.

The Heroes hurry back to the first hall: they lift the door, and are surprised to find a trio of dark elves and spiders waiting for them. Halmary takes two of them out before they have a chance to do much more than swing a sword; the other falls to Xellos’ axe, and he follows that with a couple of cleaving blows that take out a couple of spiders. The third and last spider, however, manages to bite Sidni: she falls to the floor, poisoned! Xellos kills the spider. Calibos chugs a potion to neutralise poison and Sidni gets back up, unharmed.

Another doorway is lifted free: inside is a huge domed chamber, barriers of elemental energy dominating the centre. They are breaking down, fading away. Chains lie broken and dissolving around the chamber.

The Heroes gather. The final barrier disappears…

…and a 120’ tall behemoth comprised of the four elements stands up: for 20’ all around it, fire and wind, bits of rock and ice, swirl and tear up the ground. It reaches up to the ceiling and begins to tear its way out; daylight, rain, and the forest are revealed. The Heroes try calling to it, telling it to stop, that is has to obey them, wondering (hoping?) that this is the War Machine they came to get for the Duke, and not just some terrible monster they’ve unleashed on an unsuspecting realm.

Then Sidni blasts it with a lightning bolt and Ungrid hurls his hammer: both hit, barely scratching it; but they catch its attention and it looks down at their small bodies and stomps towards them. Xellos quickly hastes everyone, just before it pummels Halmary and Calibos, and everyone suffers as the behemoth’s area of destruction envelops them…

End of Session

Kills: 1 Blizzard Element, 1 Fire Element, 1 Earth Element.

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Massacre
Session 148

The sitting, feasting nobles scream and cry out as the men-at-arms skewer them with spears and chop them up with their swords.

Our Heroes leap into battle, placing themselves between the would-be assassins and the Duke. Xellos and Sidni dimension door into the banqueting hall, right on top of the Duke and immediately start slaying the assassins. Halmary drops a flame strike on the baron who made the toast, incinerating the fellow, while Ungrid and Calibos grab the nearest potential weapons (a carving knife) and hack away at the enemy; Ungrid hastes himself too, since he still wears his magic ring. Halmary clobbers another with a chair, and grabs the_ bag of holding_ lobbed at their feet by Sidni; the cleric draws forth his mace, as the others pile into the assassins and arm themselves with the swords of the fallen men: or are they men? Every time one of the men-at-arms is slain they fall to the floor, shattering like glass; just like the lords that accosted them in the cavern of fire.

The men-at-arms manage to slay all but one of the sated drunken lords and ladies, before the Heroes out the assassins to the sword. None are spared, but the Duke, Malachi and the High Priest of Pelor survive.

Loyal guards finally break down the barred doors and are tasked with clearing up the mess while the Duke, Malachi and the Heroes retire to the Duke’s study. There he thanks the Heroes for saving their lives, and they decide to now tell him all about the attack after they retrieved the Seal of Fire. The Duke believes that some of his lords are planning a coup, and that the assassins are part of that. There are rumours that some of these lords went hunting in the Dim Forest, which is now blockaded and thick with shadows. They suspect that the Shadow Dragon and the Portal that ripped open in the elven city might be responsible; no doubt a consequence of the Heroes not wanting to deal with that when the elves asked for help nearly two years ago. It seems there are consequences to inaction.

Which is why the Duke and Malachi believe securing the Vault of the War Machine is vital, in case anyone else gets their hands on what is inside. The Heroes at first want to investigate the Shadows of the forest, but decide to at least take a look at the vault, as it lies on the way to the forest in any case. The Duke arranges for horses and provisions, secures a few potions and spells to recharge Xellos’ ring, and bids them farewell.

Before they leave, Halmary restores life & limb to repair Sidni’s leg, but the restoration drains her -10% XP until next level and she requires bed rest. While she recuperates, Halmary brews up some potions of healing, and Xellos fetches the Seals from their hiding places. When everyone is ready, they off to the Oyt Wood, arriving at a seclude valley in the midst of a downpour and approach the Vault of the War Machine.

End of Session

Kills: 20 men-at-arms, 1 baron.

Date of Arrival at Vault: 18th of Planting, 594 CY.

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Festival Time
Session 147

Camping in the mountains, the party interrogate their captive (Baron Hector of Westown) and he tells them that he was merely following the Marquis’ orders and had no idea that he was an evil man; he did, however, think that they were considering staging a coup and removing the Duke from power, but he wasn’t certain. He claimed to have no idea why the Marquis and the Count shattered when killed. They keep him tied and head back to Pest’s Crossing, throwing him in jail until they can investigate themselves. Wary of the Duke and Malachi, Halmary communes with his goddess and believes that the Duke is not involved in the conspiracy and that Malachi may be either a bad guy, or someone is manipulating both of them. With only one way to be sure they decide to head off to Gorna to talk to the Duke. As luck would have it, while they are home, a message is passed on: the Duke is holding a banquet for the noble Lords and Ladies of Geoff, mid-way through the upcoming festival of Growfest. The heroes are naturally invited.

They lock three of the Seals away in Calibos’ vault, and Xellos takes the Seal of Fire and buries it under the earth somewhere close. Then they all travel to the capital, suffering through a rainstorm on their way, an arriving the night before the week-long festivities of Growfest. They decide to split up and arrive in small groups: Halmary and Xellos disguise themselves using magic and enter the city as weary travellers, Sidni following along invisible, while Ungrid and Calibos enter the city as themselves and are welcomed heartily by the men on duty. They take separate rooms at the same inn, and in the morning spend the day collecting rumours and gossip.

Ungrid and Calibos go to see the Duke, and are welcomed in by him and Malachi. The meeting goes well and they leave feeling that all appears well. They give Malachi the false Seal, but he tells them to keep it. The Duke wants them to complete the quest, by taking the Seals to the vault of the hidden war machines, but not until after the banquet. They return to the others, who have learnt that the Duke has increased taxes to 50% to support the building of the great walls (a couple of miles long now); that the Dim Forest has been declared out-of-bounds as Shadows have darkened the forest and all contact has been lost with the elves. Soldiers are watching the roads, not allowing anyone in or out. There are also rumours of nobles hunting shadow-creatures inside the forest.

The following day the heroes take long walks through the city, judging the mood of the people. They seem tired and a few complain about the taxes and labour of the wall, but the festivities have helped them to blow off some steam. A mob threatens to break into violence when the heroes pass by, spurred on by a stranger who quickly disappears when Calibos manages to calm the crowd down and send them home.

On the third day the heroes head off to the banquet. Halmary, Calibos and Ungrid leave their weapons and armour behind, dress as nicely as they can, and join the other nobles at a dusk-to-dawn feast, with music and song. Xellos and Sidni remain outside, invisible, and flying and watching the feast from the air, peering through the loop holes. Guards line the walls inside, keeping an eye out for trouble.

The banquet begins well enough, and people are eating and drinking and enjoying themselves. Then one of the Barons, Morris, raises a toast to the Duke, starting friendly enough and then turning insulting to not only the Duke but the heroes too. He finishes the toast with "…and may the gods have mercy on his soul. Death to the Duke!’

At which point the guards lining the walls of the hall charge at the feasters and attack!

One guard makes straight for the Duke, but Malachi dives in front of him and takes a spear to the chest, falling down and taking the Duke with him.

Then the guards reach the banquet tables and the slaughter begins!

End of Session

Kills: None, but a mob was calmed down.

Level-Up: from the XP of last session, Calibos is now 10th level.

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Seal of Fire
Session 146

The hydra surges forth out of the lava, following the party into the corridor as they retreat. Xellos manages to bag the fourth segment, Calibos enlarges himself and Halmary blesses them as the hydra moves in to attack. Sidni attacks it from behind, and Ungrid joins the paladin and cleric in a frontal assault: under their combined might, the poor beast is slain within moments, before it really got a chance to bite anyone.

The party fit the four segments around the fiery sphere in the other room, triggering an explosion of light and fire: the Seal of Fire is re-formed, but Ungrid and Halmary also find themselves blinded by the flash. Fortunately, a prayer to his goddess, and Halmary restores their sight with ease. They wrap the Seal up in hydra skin, make a stretcher for it, and head off back to the caverns above. Xellos is sent back to collect the diamonds they found, and everyone makes their way into the temple.

Expecting trouble– paranoid, but it often turns out justified– Sidni nips outside, invisible, and finds them twenty-odd guards and a few Lords are waiting for them, all recognised as members of the Dukes court: they don’t trust these newcomers, even when one of them shouts out to them, saying that they have come to help. Their distrust is reinforced as the guards advance. Then, two undead fire giants stumble into the temple and attack; one is invisible to begin with, but quickly fades into sight as it fails to clobber Calibos from behind. Halmary tries and fails to turn them, leaving Calibos, Ungrid to battle them; the cleric joins in, as Ungrid hastes himself. Meanwhile, Sidni is still outside, watching: she is detected by one of the lords, who pelts her with magic missiles, prompting Xellos to stick his head out and lob a fireball at them: a couple of guards are incinerated, the spell-casting lord and another are badly burned. That mage retaliates by erecting a wall of fire across the temple entrance.

Meanwhile, back inside, the two giant zombies are dispatched and the heroes inside quickly use some healing magic and then brace the wall of fire by leaping through it. Ungrid goes first, rolling forward and coming up with grontdrengi ready to hurl: the deadly hammer flies through the air, sweeping across the enemy, slaying three guards before they even realise what is going on, then smashing the mage to the floor, killing him, and rebounding off a marquis before returning to the dwarf’s hand. Sidni gets her own back by unleashing a lightning bolt, slaying a couple of more soldiers, wounding the captain of those men. They notice that the mage, and the lords that fall afterwards, all shatter like glass as they die; not so the guards, who simply die.

The marquis charges Sidni and they duel: the fight goes badly for Sidni, but she is saved as Calibos comes over to help, slaying the lord, after him and Ungrid cut and bash their way through another lord. One lord remains, and is held by Halmary, Xellos takes out several guards with fiery magic missiles, and the others are mopped up by Ungrid’s hammer and Calibos’ sword.

They gag and bind their captive (Baron Hector) and head off to find shelter in the hills. They camp for the rest of the day and night, tending to their wounds, and pondering what to do next.

End of Session

Kills: 1 hydra, 2 fire giant zombies, 20 guards, 3 lords.

Level-Up: Calibos is now level 10.

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The Vault of Fire
Session 145

Leaving the two fire giant zombies behind (as they are too big to squeeze past the door) the heroes pass through the secret door into a tunnel with a stream of lava cutting across it. On the other side is a pit. Xellos flies over, and from the lava a molten fire elemental oozes forth: it strikes Calibos, who strikes it back in turn– his sword of vengeance is pretty powerful– while Ungrid hastes himself and Halmary summons his spiritual weapon. Xellos and Ungrid attack, joined by Sidni, but before Halmary can even use his hammer, the dwarf delivers the killing blow and the elemental plops back into the lave, defeated.

Between them, Halmary and Calibos manhandle the lid of the ornate coffin and position it over the lava, and everyone crosses the crude bridge. On the other side they use Halmary’s ever-useful rope ladder and descend the pit, entering a cavern with more lava flowing under a bridge, and a wall of hardened brick and stone on the other side, an obsidian door visible in the dim glow of lava. Across the bridge they go, finding the door wizard locked. Ungrid uses his other hammer, smashing open the door with a mighty blow: some spell goes off, and from the lava a much larger fire elemental rises up and charges into battle! This, despite being larger and tougher and meaner, lasts no longer than the other one did. In quick succession everyone attacks it, diminishing it bit-by-bit, and Xellos ends its life. It dissipates and the heroes enter the vault. Inside they find an altar with a sculpture of the Seal, valuable enough to bag, another wizard locked door, and a cavern dominated by more lava with stone buildings in side caves, and a fourth on an island in the middle of a lake of lava. The land buildings all have wizard locked doors as well, and with the spell-casters low on magic and unable to dispel them all, they retreat back to the catacombs, rest for a few hours, and head back down after some healing, sleeping, and eating.

The inside door is dispelled by Halmary, and inside is a flaming ball of fire: they suspect a trap, and leave it for now. Outside they head to the first of the stone huts, bypassing the door to find a quarter of an obsidian sphere, which sits on a bed of coals. Halmary and Ungrid enter, grab the segment, and a fireball explodes, singeing them. Halmary tends to their wounds and they bag the segment. They head to another hut, Ungrid smashing open the door with his knocking hammer: inside is another sphere, on obsidian shards. Suspecting that it too may cause an explosion when removed, they loop rope around it and pull it free: lightning strikes, but no one is inside. They bag that one and move to the third: Xellos dispels the lock, inside is a third segment, on a bed of ashes. Again they loop rope around it, pulling it free. Three ashen wraiths materialise and attack: Xellos slays one easily, and Halmary turns the others, allowing Calibos to step in and send them to their final deaths.

One more segment remains, no doubt in the hut on the island. Xellos flies over, knocks open the door and sees the fourth segment sitting on a bed of diamonds. He loops rope around it, turns himself invisible and pulls: the segment topples off, and a deep bell tolls loudly. The lava lake begins to bubble and something huge rises from the molten rock: a ten-headed hydra!

End of Session

Kills: 2 fire elementals, 3 ash wraiths.

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The Temple of Fire
Session 144

Behind the walls of fog the giants gather, while Calibos and Ungrid retreat to join the others at the bottleneck by the cave mouth. The paladin gets knocked by a boulder as he withdraws, but it is a mild irritation to the tough fighter. The leader of the giants shouts for them to surrender, and Ungrid replies by hurling grontdrengi at a giant poking his head around the fog. As soon as everyone is back together, Xellos throws up an illusion of more fog and Halmary creates a globe of darkness, blocking the view of the cavern from both sides. Beyond it the giants can be heard gathering, their hell hound pets getting closer. The leader again shouts for them to surrender, but the heroes don’t bother replying.

Sidni quaffs down a potion of growth, doubling her size and strength and she drags one of the dead giants out of the zone of silence so that Halmary can animate it. Xellos throws up a_ wall of ice_ just behind the darkness, hoping that anyone passing through it will walk straight into the ice barrier. Two hell hounds do exactly that, smashing throw the ice, sliding to a stop in front of the heroes’ shield wall: Ungrid and Xellos take them out before the hounds can get their bearings.

Seconds stretch into minutes, and the heroes get the impression that the giants are stalling. Xellos thinks that maybe there are giants sent to flank them, and is proven right as a group of giants– who left by a tunnel to the surface and circled round– charge at their rear: at the same time, alerted by the war cries of the giants, the remaining hell hounds are sent in, the other giants advancing as their priest cancels the darkness with a light spell; battle is joined.

The battle is decidedly one-sided: a hell hound falls to Calibos’ sword as the beasts hurls out of the dark; it doesn’t even get a chance to flame the paladin. The other hound does burn Sidni, but she just stabs it back, leaving it open for Calibos to cleave it in two. Ungrid proves himself the most capable of dwarven giant-slayers and slays a giant as it charges into the battle. He then takes out another, then a third in quick succession. Halmary proves he is more than just a cleric as he takes out one too, albeit with the help of his pet zombie. Sidni blasts a pair of giants with her lightning bolt shield, then charges it and stabs one through the heart, spinning around and striking the other, leaving that one for Calibos to finish off.

Ungrid charges in: another giant falls to his giant-slaying hammer; Calibos takes out a second, leaving the path open to the giants’ leader and priest. That priest blesses his allies, but then an invisible Xellos cleaves it from behind, killing the giant. Calibos and Ungrid charge the chief, the last giant now standing, and the paladin badly wounds the giant, leaving Ungrid the honour of the killing blow!

With the enemy slain, the heroes check that there are no more lurking in the shadows, leaving the various buildings for later, and then head straight for the temple. Inside are old statues, an altar, steps leading below. On the altar is a warm sphere of semi-molten lava, which they– at first– believe to be the Seal of Fire. They wrap it up in wet cloth, bag it, and after a brief discussion head down the steps, looking for loot. Stone sarcophagi and caskets lie below, each looted in turn: they hold the skeletal remains of giants, fire opals in their eye sockets. The caskets are heavy obsidian, valuable too, so they too are looted. One last coffin is more ornate and inside is another skeleton, more gems, along with a ring, a cloak and a rod that is so large that for the heroes it is more of a staff. Calibos discovers a false bottom to it, opens it to find a lever and pulls it.

In the wall a secret door slides open. Beyond that, a passage, a stream of lava cutting across it, and a pit at the far end going deeper below the earth…

End of Session

Kills: 10 fire giants, 1 fire giant priest, 4 hell hounds.

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The Cavern of Fire
Session 143

At the mouth of the cavern of fire, an invisible Sidni scouts out the huge cavern and finds an old temple, watchtowers, and several stone building with giants inside. Bridges cross rivers of lava, and the whole cavern is warmly lit by the lava flow. She reports back to the others and they decide to retreat to the fort above the cave, hoping that more giants will come out and talk to the– now dead– giants in the fort. Everyone but Sidni heads up and takes turns sleeping, whilst Sidni settles down for an uncomfortable night by the cave, with loose stones scattered around to alert her of anything approaching.

The night passes uneventfully, and no giants turn up. That morning the heroes head back down, their zombie with them, and send the undead giant into the cavern, just so it is visible to those on watch. A giant hails it, gets no answer, and draws closer. Halmary has it back off, and another giant comes out to see what is going on. Shouts ring across the cavern, and not long after– as Halmary prepares for battle and blesses the party– another giant comes across the bridge, several very large hell hounds with him. Halmary places a globe of silence across the narrow pathway between the cave and the lava; Calibos enlarges himself; Halmary casts striking on Ungrid’s hammer; and Xellos hastes them all as the giants approach and spot the intruders; battle is joined!

Calibos and Halmary fell the first hell hounds, drawing others in, as a fire giant moves in to attack. One of the hell hounds breathes fire on Calibos, singing the paladin; Ungrid hurls his hammer across the floor, smacking the giant; and Xellos shoots a hound between the eyes and drops it. Another hound falls dead as Calibos cleaves it in two, but one of its pack flames him again; he, Halmary and Sidni gang up on the fire giant; Sidni delivers the killing blow, and the giant drops like a stone. Other giants are see approaching, alarms sounding. Another hound falls down, and as the fighters begin to back off, hoping to draw the giants into the narrow cave mouth, Halmary cures some of the paladin’s burns by laying on hands. Meanwhile, Xellos summons a pegasus and Ungrid leaps on its back, taking to the air. The dwarf hurls a hammer at one of the giants in the towers, but then the other giants hurl boulders at them: the horse is hit again and again and again, breaking its bones, ending its life. It disappears and Ungrid plummets, rolling as he hits the floor, bruising his pride as much as anything. He climbs to his feet, and spins his hammer through the air, taking out one of the hounds moving in.

The party withdraw, Xellos covering their retreat with walls of fog. Another giant falls dead as Ungrid bludgeons it with his hammer and Xellos shoots it between the eyes. Sidni lets loose with some of her magic arrows, badly wounding the giants. Calibos charges into the middle of the cavern, straight towards the giant’s sub-chief: he slays him with a single blow, and Halmary tries to give him cover from hurled rocks with a globe of darkness. Then, from inside the temple, an unseen giant dispels the magic: the darkness vanishes, as does Calibos’ haste and enlargement, but Xellos conjures up another wall of fog and Calibos ducks behind it, quickly joined by Ungrid.

The others prepare to advance, Xellos improving his defence with a mirror image, as the giants gather…

End of Session

Kills: 5 fire giants, 5 hell hounds.

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Valley of Fire
Session 141

11th Coldeven, 594 CY

After a month’s rest and scroll scribing, the heroes follow the directions given to them by Malachi and head deep into the Crystal Peaks in search of the final Seal, to a secluded valley known as the Valley of Fire. Lava bubbles up from chasms in the earth, and a river of lava flows from a large cave mouth, eating its way through the rock. Dotted around the valley, three forts, manned by fire giants keeping watch on the valley.

Invisible Sidni scouts them out: in each are three fire giants, two on duty, one asleep. There is enough cover from the sloping mountain sides and various rocks for a cautious party to get close. They wait for darkness, and make their way to the first of the forts. Under cover of a silence spell, Sidni climbs in through a window unseen and manages to drag a crate over to the door, lifting the heavy bolt to let the others inside. As they sneak in, one of the giants, alerted by the sudden silence, wakes up to find himself all but surrounded. Halmary, Ungrid, and Calibos hack and slash at it, leaving Xellos to finish it off before it even has a chance to rise. They then turn on the other, waking it up with a broken nose; Calibos drives his sword through its heart. Up the steps to the tower an invisible and silenced Sidni creeps up and surprises the giant: it manages to whack her, staggering her back against the battlements, as the others climb up and finish the giant off; Xellos again delivers the final blow. They loot what they can (several valuable fire opals) and then cross the valley under cover of darkness to the eastern fort opposite the one above the cave mouth.

As they hurry across the open ground, the fire giant on the tower spots Ungrid and hurls a rock at him. He retaliates by hasting himself and hurling Grontdrengi, the mighty hammer making short work of the giant. Meanwhile, the others enter the fort– again with Sidni climbing in through the window to open the door– and wake the sleeping giants inside by whacking them with mace, spear, sword and axe: Sidni kills the first, and they wound the second badly enough for Ungrid to walk in and deliver a killing blow to its head. More gems are looted, and they head off to the final fort, this time unseen. Sidni again climbs inside, but as she lifts the bar from the door, the giant nearest to it wakes up, spots them and rolls out of bed, picking up its giant-sized sword.

Outside, Ungrid hangs back so he can hurl his hammer at the giant on the tower: a few throws and the giant falls down dead. Inside, the other two giants are quickly cut down, Sidni and Ungrid again finishing them off. A few more gems are looted.

Halmary animates on one of the dead giants, and they make their way down to the cave mouth. Somewhere inside there should be a temple, below which the vault holding the Seal of Fire can be found. They enter the cave: inside lava lights the vast cavern, revealing watchtowers and stone buildings, and across a bridge that spans a river of lava stands an old temple…

End of Session

Kills: 9 fire giants.

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Seal of Water: Part 2
Session 141

After further discussion, the heroes finally decide to rest the night in the damp, but no longer flooded chamber. Before they bed down, Halmary communes with his goddess and asks questions: “Do we have to go back through the east door to complete the quest?”, “Can we disable the lightning room by smashing the statues?”, and “Will opening the south door flood the room we are in?” Yes, Yes, and No are the answers whispered to him as he sleeps.

In the morning (or whatever time of day it actually is) they memorise their spells, tend to their wounds by laying on hands and head south. The rooms they pass through, leaving first Xellos, then Halmary and then Sidni behind the doors, Calibos and Ungrid reach the third of the levers: they pull it, releasing the third bolt. The rooms, free of water, have a rune to summon elementals, defaced by hammer and chisel; and three skeletal fish, that they smash. Nothing attacks them, and feeling more confident they head back through the east door. They quaff potions of water breathing and Xellos puts a spell on Sidni again, and they shrug off the brief lightning flashes from the statues (too solid and iron to actually smash) and Xellos uses a Passwall spell to bypass the gate into the partially flooded room of the tentacles. Now faced with dwindling time, they leave Halmary and Xellos behind, and the others hurry through into the chamber where the ruins of the statue sits in the few feet of water. They head north, opening another gate and releasing water elementals that surge forth and attack: Calibos enlarges himself and Ungrid hastes himself, and Sidni backs them up with her Biter spear. They engage the elementals, taking a couple of hits, but dispatching them with ease. They leave Ungrid and Calibos behind the gates as Sidni finds the last lever and pulls it, releasing the final bolt.

And in the room of the tentacles, where Xellos stands alone, more tentacles suddenly erupt from the holes and flail at him, slapping him. He grabs his shield and sword, defending himself as best he can as he quickly opens the door. Ungrid, Calibos and Sidni hurry in and join the battle, cleaving through the tentacles, until the oily black things are no more. With time ticking away, they hurry back through the passwall and make their way back to the first chamber, shrugging off the lightning, and rejoin Halmary.

The gem-studded gate is now open, revealing a domed room full of water; at the bottom sits the sphere of water that is the Seal of Water. They lower Sidni in; as soon as she enters the water, two water elementals erupt: they pull Sidni up, the elementals following: and everyone gangs up on them and dispatches them more swiftly than anyone expects.

They net and bag the Seal, flood the chamber by opening the main gate, and swim/wade out and back to land. They head home and leave from Malachi that he has located the last Seal, in the Crystal Peaks, beneath a temple guarded by fire giants.

End of Session

Current Date: 11th Readying, 594 CY.

Kills: 4 water elementals, eight tentacles.

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Three Down
Session 140

The statue advances and Halmary hurries back through the gate, getting clipped by the statue’s fist before he manages to pull the lever and shut the gate. With Ungrid, Calibos and Halmary separated from Sidni and Xellos by intervening gates, they hammer on the gate where Sidni is trapped to get her to open it. She pulls the lever: water floods into the room, and at the same time the four statues with their lightning bolt symbols generate more lightning, burning everyone in the chambers!

Thankfully no one falls down. They tend to their wounds, look for a way to disable the trap– but can’t find one– and decide to take on the statue as best as they can. They leave Sidni behind, now stood on the coral altar and a wooden board taken from Halmary’s incredibly useful bag of holding. She closes the gate, gets shocked by more lightning but not as badly as before.

Ungrid, Calibos and Halmary open the other gate and take the fight to the statue: Ungrid hastes himself and Halmary blesses them as they go in, the room still flooded. Between them all, but mostly Ungrid’s speedy hammer blows, the statue swiftly topples: but as it does so, it is torn apart and releases a huge water elemental that was powering it. The elemental pummels them: Ungrid is taken out, knocked backwards into the wall, where he collapses. Calibos and Halmary manage to hold it together long enough to take it out, but suffer for doing so. They quickly look to Ungrid, but he was just out cold and is back on his feet with a bit of healing magic.

Meanwhile, Xellos has been left in the first chamber for a while now and uses telepathy to communicate and get an update from Sidni. In the other rooms, Ungrid takes himself out of the chamber and shuts the gate they came through, leaving Halmary and Calibos to investigate the other two gates out. Halmary opens one, finds himself confronted by water elementals and quickly shuts the door again. He tries the other gate, and more water elementals form out of the now flooded chamber and attack. They slay one, but the other whacks Halmary in the face and the cleric falls to the floor, out cold. Calibos finishes the other one off, and checks on the fallen cleric; thankfully he too was merely knocked out and a round of healing brings him back.

Through that chamber Calibos goes, to another gate. Halmary shuts the other, trapping Calibos inside. He enters the next room, finds a lever, pulls it and Xellos sees the next bolt of the gem-studded gate unlock. Calibos retreats, closing the gate behind him, but finds that the water elementals are back! They batter the paladin and knock him out!

Halmary waits for a while and when Calibos doesn’t come out the cleric heals himself, opens the gate, sees Calibos on the floor and wades in to fight the elementals. Halmary fights and backs away, closing the gate; he takes a potion of speed, casts striking on his mace, then reenters the rom; they exchange blows, and he backs out again, seals the room, heals himself, and then goes back in: this time he stays, and slays the elementals before they can do him any harm. He drags Calibos out, seals the gate, and tends to his wounds. The paladin comes round, but is in shock and needs a night’s rest if he is to recover.

He helps Calibos walk and they return to Ungrid, and the three badly wounded adventurers discard their armour, use a ladder to rise above the water, then get Sidni to open the gate. More lightning crackles through the water, but they avoid the worse. They rejoin Sidni, uses the same wooden insulation to help protect them from the lightning and ensure Calibos is safe by having him quaff a potion of gaseous form. They open the gate to the first chamber, taking minor damage from the lightning and rejoin Xellos. They seal the gate and rest.

By now their potions of water breathing have all worn off, but the chamber they are in is no longer flooded, and they have spare potions and spells at hand; even so, they discuss and end up arguing about whether to rest the night here, or get out while they can…

End of Session

Kills: 1 iron statue, 1 huge water elemental, 4 medium water elementals.

KO’d: Ungrid and Halmary (just knocked out), Calibos (in shock, 1 night’s rest needed).

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