Conquering the Barbarian Altanis: Session 171

Adventurers
| Character | Race | Class | Description |
|---|---|---|---|
| Tarkus the Promising | Human | Cleric level 5 | Follower of Bachontoi, God of Red Wisdom. |
| Beorg the Gravedigger | Human | Fighter level 5 | Inspired to adventure after burying several adventurers. |
| Ambros | Human | Cleric level 6 | Follower of Aniu, Lord of Time. |
| Ignaeus | Elf | Fighter level 4 / magic-user level 5 | A slightly weathered looking elf with dull blonde hair and chiseled features. Seeks wealth and knowledge. |
| Syd Grundy | Human | Ranger level 2 | Tall, middle aged and scruffy looking man of the wilderness. |
| Thorinda Bung | Human | Monk level 2 | She has blonde hair done up in a tight pony tail and wears light, loose suit. |
| Kenso San | Human | Fighter level 3 | An arrogant and self-assured sellsword wandering Wilderlands to prove he can best anyone. |
| Tam o' Shanter | Human | Cleric level 4 | A boisterous wine-lover of Losborst on a Great Crusade of the Grape. |
Willowind 20th, Spiritday
A murder of crows blocked the sun above Castle Yukanthur, as they crowed and feasted on decomposing corpses littered throughout. Twelve feet tall mounds of goblinoid corpses—smashed, ripped, gutted—emitted horrible stench. Syd made his way around them, observing that castle portcullis have been bent out of shape. The corpses were most definitely of goblins. And they were everywhere.
Party of eight adventurers were back, intent on discovering great riches hiding beneath the castle. Ambros and Ignaeus were relieved to be rejoined by two experienced adventurers, namely Tarkus the Promising and Beorg the Gravedigger. They spotted something was off from quite afar, and bravely sent Syd the Ranger to scout ahead.
Upon hearing that it was naught but corpses, the party approached the dilapidated gatehouse. Cracks in the walls they used to go through were jammed with goblin remains. The only way in was through the bent portcullis.
“Hey, look!”
A trail of corpses and remains led to the cave opening—the one that was blocked by a large boulder. Broken pickaxes and shovels were mixed with goblin limbs, heads, and torsos. A whole in the boulder was filled with more corpses and remains, buzzing with flies and maggots.
“Uh, let's ignore this and go down the stairs.”
And so they did. The party entered the ruins through bent portcullis, and then descended down, past the statue uttering its warning. As they moved they brought Tarkus and Beorg up to speed, telling them about illusory walls, gnomish statues, and what not.
Following their hunch that there must be a shortcut through secret passageway, they investigated the chamber where they rescued the ungrateful hobbit. Indeed, they found secret doors in the south-east corner of the chamber, connecting to the chamber with dark walls, which was adjacent to the gnome statue chamber which shoots at peoples' backs.
But not only peoples', as attested by two goblin corpses with bolts in their backs. Adventurers moved further south, following the long corridor, past the statue with morningstar, and then down the stairs.
The corridor reeked of death. Nothing but dried blood and one ear was left of Idris. Turning right, adventurers approached the Ratmaster's chamber. A horrific sight greeted them—Arnulf's skinned face was pinned to the doors.
Adventurers sighed and turned right.
“I'll open the secret doors. Mind your step!” Ignaeus warned as he pressed on the flagstone. Portion of wall slid open, as did the trapdoor to his left. Party moved into the dark, long corridor.
“Look!”
A sword levitated in the air, surrounded by dozens of gold pieces.
“Attack!”
First exchange went shameful for the party full of experienced warriors. Kenso got slapped by acidic jelly. He retreated to be healed. Ignaeus cut into the cube, slashing it in half. Beorg then moped up the remains.
They were left with ooze covered sword, gold pieces, and a vial of liquid. All were cleaned and packed away. Then the party continued forward, following the long corridor until they reached a bend. Before them were two doors opposite each other, as well as a corridor stretching onwards into darkness.
Party fanned out—some listened at right doors, some at left, others watched guard on both sides. Nothing noteworthy was heard.
Ignaeus forced the left doors open.
A seven-headed hydra roared at him.
No one was surprised.
Ignaeus cast Web. Beorg charged in. Others opted to remain outside.
Great glob of webbing engulfed hydra's lower body. The Gravedigger approached, swinging his halberd. He slashed right through three of the heads. Hydra vanished in a puff of smoke.
“Ha!” Beorg declared victoriously.
Unsure what to make of it, several adventurers came into the chamber to investigate further. It was a sixty by thirty room, illuminated by four smoke-less torches in sconces. Syd, Thorinda, Kenso, and Tam remained outside, watching guard.
Syd gagged as he inhaled an offensive mix of dried vomit and rotten fish guts. The source in the form of six reptilian creatures armed with wicked barbed spears revealed themselves. Both sides clashed.
Adventurers were overcome with horrible stench, many heaving and retching, feeling weakened. Syd was repeatedly brutally stabbed. He succumbed to the assault. Monsters hooked him and pulled him.
Ignaeus cast Sleep, downing all six monstrosities, as well as Thorinda and Kenso. Beasts were promptly executed. Ambros healed Syd, but the ranger will forever carry the scar of feeling abandoned by more experienced and better armoured allies.
Everyone moved to the chamber formerly inhabited by the seven-headed hydra. Searching walls did not produce anything of interest. Forcing the west doors only led to another doors. Second doors led to a circular chamber with high domed ceiling. The chamber was thirty feet in diameter. There was an open flame, much like a large campfire, burning in the center. It was levitating a feet or so above the ground. Pure flame.
This chamber, my dear reader, perplexed the adventurers for the time it takes three torches to burn through.
From outside, the chamber had four doors, one at each cardinal direction. From inside, there was only one door—open door they came through. But once that doors were closed, another appeared, opposite of the entrance.
These new doors would avoid anyone whom tried to open them—they would slide to the side and up, way out of reach. When looking through the flame one could see all four doors.
Adventurers caressed all the walls, left no stone unturned (there we no stones in the chamber). They tried bathing in the fire, dancing in circle around the fire, first clockwise, then counter clockwise. Kenso kept yelling “I DISBELIEVE!!! NONE OF THIS IS REAL!!!” his voice echoing. Alas, the doors remained elusive.
Finally, Ignaeus walked to the side they came through. He looked through the flame, his eyes locked on the opposite doors. Then he went through the fire, walked up to the doors confidently, and opened them.
Adventurers now faced yet another dark, long corridor.
Will they keep playing with the flame or move on?

“Never Mind the Troglodytes Here's Thorinda” by Lord Jubalon Flux.
Discuss at Dragonsfoot forum.
Subscribe to get the latest post in your inbox. No spam.
Comments
rootring
Prev · Random · Directory · Next