Session Date | October 15, 2022 |
Start Date | |
End Date | |
Starting Location | |
Ending Location | |
Player Characters | |
Base XP Gained | Carry Over |
Player Notes | ZZ's Notes |
The party found themselves in a large, round room atop a decidedly non-glowy platform similar to the one they’d stepped atop on the tower roof. ZZ could sense they were underground, but how deep or where was not at all clear. There were four passages exiting the round room. The party took the one they took to be north. A way on they came to a magically lit room that opened up around a corner. However, the party opted not to enter as there was a rune carved into the floor just inside the door. The entire space radiated magic and a vague menace of traps.
Moving to the west, they entered a large room, and were promptly attacked when a huge creature descended on them from above. Happily, Dane was still enlarged to 15’ tall (thanks to Sirius) which impeded the thing’s ability to envelop the entire party. Happily, the creature was quickly slain before it could do much damage (or suffocate anyone). Continuing on, the party came to another door that entered the same large, lit room as before. Another glyph was carved before them (I think someone tried to dispel it but without success). Beyond, the party got a better view of the space. It was a library with six large bookshelves.
Still not wishing to risk the runes, the party explored even further west, next coming to a large workshop with the usual magic-user accoutrement. In one corner along the southern wall was an immense, elaborate tapestry depicting some large, unknown sigil. The party managed to find a few magical scrolls scattered about. ZZ then peeked beyond the tapestry and saw a large humanoid figure, not moving. On closer examination it was seen to be a flesh golem. Not wishing any trouble, the party left it be and continued exploring.
The party now returned to the central chamber and tried the eastern corridor. This led them to a room where the air was chilly. Two smooth, white pillars ran from floor to ceiling, though the room seemed smallish to need such supports. ZZ ran his hand on one and they suddenly sprang to life as great white blobs that attacked. One quickly enveloped Du and nearly slew him. Meanwhile, several in the party kept attacking the other, which simply broke into more and more pieces, all of which continued to attack. Given the apparent cold nature of the things, Burt began using his wand to cast burning hands over and over again, which seemed to help. Meanwhile, Hans hit the larger one on Du with magic missiles, which seemed to be effective, as well. Dane rushed to the aid of the Druid, laying hands on him to restore him before he could be killed (of interest, several party members questioned if the holy paladin should’ve used his power on a heathen Druid…lucky for him the Paladin wasn’t concerned doing so). Once recovered, Du began to pepper the largest white blob with magic missiles from his wand, eventually killing it. It was an ugly fight, but eventually the remaining little blobs were burned down by Burt’s magic and the torches lit by Jarrika and several others in the party.
Moving on, the party found a pit trap that also radiated as a magical trap. Nearby, they came into a room and found a grinning skull with flame inn its eyes, sitting atop a pedestal. ZZ entered the room and the thing exploded, fortunately doing little damage. Slipping past the pit trap, the party prepared to open a door when they were attacked from behind by a rather odd thing, a great Shambling Mound, the head of which had been replaced by a purple Shrieker. As the horrific thing rushed to attack, its head shrieking madly, Hans hit it with a lightning bolt which seemed to make it grow only stronger. A melee ensued at the rear of the party, but Burt read his scroll of charm plant. It worked! The mutant mound ceased attacking and fell under the wizard’s command (and there was some trash talk to the Druid about “that’s how it’s done with plants” or some such thing).
Beyond the door the party found another teleporter platform. However, they opted to explore the remainder of this level before trying it. In one room they saw two large faces carved in the wall – they simply left that one without even entering. In another room they found a great harp surrounded by a number of couches and chairs as if ready for a recital. They considered taking the harp but realized it was quite large, so they explored onward. In one room with a spiked open door they could see two plants. Du was suddenly drawn by them but ZZ held him from running into the room, and the party shut the door.
The next room they came two had two great chandeliers hanging form the ceiling, with glints of many colored light in the glass. When the party entered the room, beams of light began to shoot out, striking everyone in the paper. Jarrika was seriously wounded by one, Burt was petrified by one, and worst of all Mordecai and HelgaVinka simply vanished. The party retreated, dragging stone-Burt with them. Happily, they had a potion to restore Burt, which they did immediately. Jarrika speculated that the beams were much like a prismatic spray sort of spell, very dangerous! They discussed the need to destroy or neutralize the chandeliers in order to find their missing companions. There were several ideas such as darkness spells and the like, but they instead opted for a more direct plan – Burt cast lightning bolt through his mutant mound (healing it some) and through the two chandeliers. The latter blew to pieces and their prismatic glow faded away. Back in the room, ZZ cast locate object to find Mordecai but without success. As the party despaired of finding their comrades, and even getting free of the dungeon to seek help, suddenly both Mordecai and HelgaVinka reappeared! They seemed immensely happy. As it turned out, they’d been blown to “another place,” clearly another plane of existence. They described it as a “wonderful place” though the unreality of it seemed to make precise description difficult (it was thereafter dubbed Cool Places, where they listened to the music of Jane Wiedlin and Sparks, were feasted and rested, and had returned refreshed as they’d ever been).
Beyond the chandelier room, the party discovered a writing room, where they found numerous magical writings. One was a trap, so Hans cast erase to eliminate the danger. The party now returned to the library. To avoid the glyphs, Hans used his wand to create two passwalls to bypass them. This got the party into the room without crossing the glyphs, where they used detect magic to get a sense if there was anything of value. Four proved to be magic, though they were guarded by magical traps. Burt cast unseen servant to retrieve them without any issues. Taking the four tomes, the party slipped back out through the passwalls without incident.
They returned to the teleporter and stepped on it, suddenly finding themselves in a round room with a single exit to the north…