Marpenoth 28

Marpenoth 27, 1369 Year of the Gauntlet Marpenoth 29, 1369

Marpenoth 28, 1369:

    Cassie was not feeling well and elected to stay home.

    The party discussed what to do in Undermountain and decided to
    continue following the path.  Stewart, who wanted to fight the
    metal spiders instead, left for the Yawning Portal early to get
    very drunk.  When he arrived, he discovered that there was a crier
    outside the door wearing the arms of the House of Jhansczil.  The
    crier was anouncing that a reward of 1000gp was being offered for
    the safe return of Dagar Jhansczil, whose party of "adventurers",
    the Shining Sons, had entered Undermountain the day before and not
    returned.  There was a lesser reward of 250gp for the return of
    his remains.  Stewart considered trying to prevent the party from
    hearing about this, but could find no feasible method, so he just
    proceeded to get even drunker.

    When the rest of the party arrived and learned about the reward,
    Darius asked around and learned that the Shining Sons had indeed
    gone into Undermountain the day before, apparently in search of
    "The Reverential Coronet of Extroversion", whatever that was.  The
    person Darius talked to, Valririn Dendithar, was of the opinion
    that the Reverential Coronet did not actually exist - he believed
    it to be a form of "Snipe Hunt".  He said that the Shining Sons
    had been trying to get information from the patrons of the Yawning
    Portal to help them in their search, but had only managed to talk
    to "The Last Four" - a group of four patrons who more or less
    permanently resided at a table they had carved a map of
    Undermountain into.  Valririn indicated that Dagar and the other
    Shining Sons had "really put people off with their snotty
    my-chamberpot-smells-of-roses attitude".

    A.F.A.L. decided to stick with their plan of following the white
    path and headed into Undermountain.  They paid 8gp from party
    treasure to be lowered down.  Stewart brought a hand keg down with
    him.  They sent the slower moving party members ahead to the
    one-way secret door they had discovered near the puzzle-locked
    trap door, which would allow Maanamere to avoid the climb.  Once
    they had given them enough of a head start, Dexter did his little
    dance and activated the path once more.  The party regrouped at
    the secret door without incident.

    Proceding to the magical fountain chamber, the party discovered
    that the fountain had benn damaged, presumably by someone using a
    stone shape spell.  Most of the water was now being drained out of
    the basin onto the floor and the water coming from the merman
    statue is now blocked from even entering the basin by a tongue of
    stone coming up from the damaged basin wall.  The party
    nevertheless followed the steps to lower the secret staircase, but
    found that it took much longer - about 20 minutes - to go down.

    The party picked up mapping where they had left off.  Shortly
    thereafter they came across what turned out to be the remains of a
    fight between hobgoblins and troglodytes.  In searching the
    bodies, Stewart uncovered some huge centipedes, which he chased
    away by getting sick on them.
        50xp to party for heroic defeat of such fierce monsters

    The next room had four entrances, one centered in each wall, all
    20 feet above the main floor level.  There was a raised walkway
    creating a cross between the four entrances, with tunnels going
    under it to connect the four quarters of the room.  On the floor
    below were 8 zombie-like creatures that had no eyes and constantly
    flailed about, wailing horribly.  The walkway was slippery and
    sloped slightly toward the outside, so the party strung ropes
    above the walkways to help people keep their feet.  Attempts to
    fire on the undead proved ineffective, because they just clustered
    in the tunnels for shelter.  Stewart or Dexter did manage to turn
    some of them, but they just clustered on the other side of the
    room.  Maanamere and Dexter were both a bit nervous about passing
    through this room, but overcame their fears.

    A little while later, the party found an animal/monster skull with
    a candle holder under it.  Stewart put a lit candle under it.

    After that, they came around a corner apon a room filled with
    shriekers and other fungi.  While the front line folks tried to
    kill the shriekers with range weapons, Jan, in back, suddenly
    found himself being dragged straight up the corridor wall.
    Darius, and eventually Dexter, then others, saw what was happening
    and people grabbed his legs to keep him from being dragged through
    a 3x3' square hole in the corridor wall 10' above the floor.  They
    spotted a man sized creature resembling a cross between a spider
    and a lobster in the hole and managed to kill it with range
    weapons.  After the creature fell on them, the party managed to
    free Jan.  However, while they were examining it, a second one
    caught Darius and the whole process had to be repeated.
        1300xp to party for three exciting varieties of 3HD creature

    After that, Henkles got bored and decided to charge ahead.  After
    a short while he came to a large semi-humanoid creature blocking
    an intersection.  It told Henkles that it was hungry, so Henkles
    gave it some iron rations and it let him pass.  Henkles dashed on
    through several empty rooms and passages before coming to a room
    with manacled chains hanging from the ceiling, where he was
    blocked by a locked door.  He pulled out his chisel and started
    removing the lock.  In the mean time, the party bought their way
    past the huge semi-humanoid (at considerable cost in food) and
    eventually caught up to Henkles as he was finishing off the lock.
 
    That door opened on a short corridor which ended in a doorway to
    the side.  The party came around the doorway and found themselves
    facing a lich in his laboratory!  He seemed pleased to see them
    and touched a wand (one of several) to a mural on the wall, which
    caused a porticullis to slam down behind the party and a second
    one to close off the other exit from the lab.  Stewart threw rocks
    at the lich, so it cast a spell at him and he vanished.  The lich
    then started ordering everyone to do lab work for it, which noone
    felt like protesting too much, so for a while everyone just
    followed orders while the lich puttered around.

    The lich finally finished it's experiment, which resulted in a
    bowl of greenish liquid.  It took some out in an eye-dropper and
    fed it to a giant rat which it grabbed from a nearby cage.  Then
    it took a meat cleaver and wacked away at the rat, which it was
    still holding by the tail.  The rat did not seem to be bothered by
    this.  The lich was absolutely gleeful and ran to write down his
    results.  When that was done, it sighed with satisfaction and
    colapsed into dust - robes, rings, wands and all.  Jan and Darius
    looked over the lich's notes and determined that it was working on
    the formula for a Stoneskin Potion.  As near as they could tell,
    the bowl of green liquid was 4 such potions.
        2000xp to party for playing well with others

    About this time, Stewart, who had been trapped by a maze spell,
    reappeared.  He was a little upset.  Darius and Jan filled vials
    while the rest of the party tried to puzzle out the mural which
    controlled the porticulli.  (Fortunately, that wand had remained.)
    Eventually the party figured out how to control the porticullis
    blocking the second (western) exit, and one down the corridor
    beyond that, so they continued.

    The party entered a room that was divided in the middle by 4
    columns, between which stretched a web of frost, snow and icicles,
    which blocked the path.  When they tried to break trough the ice,
    several balls of snow suspended in the lattice burst open and white
    furry spiders, about the mass of a man burst out and attacked.
    There were 11 of them in all, and the party quickly discovered that
    they had a frost breath weapon, which didn't do much damage but did
    add up, given the number of spiders.  The fight ended with the
    spiders dead but a lot of cases of localized frostbite amoung the
    party.  Afterwards the party quickly continued down the path.
        3300xp to party (minus Cassie) for squashing bugs
    
    The next room the party entered had a door with 7 Gargoyle faces,
    similar to the 6 faces on a trap door earlier along the white path.
    The party determined that this was the same type of lock as the
    last one and worked their way through it.  Henkles recorded the
    following behavior for the switches:
        Switch 1 toggles switches 1, 2 and 3
        Switch 2 toggles switches 1, 2 and 4
        Switch 3 toggles switches 3 and 5
        Switch 4 toggles switches 2, 4 and 5
        Switch 5 toggles switches 5 and 7
        Switch 6 toggles switches 1, 3, 4 and 6
        Switch 7 toggles switches 3, 4, 6 and 7

    After passing some more corridors and rooms, one of them garbage
    filled, the party found a room with many crates and barrels and a
    strangely glowing patch of floor.  They ran through and ignored it.
    
    The next room was vast and was spanned by a flight of stairs
    descending 20 feet.  In the opposite wall were 4 doors, one 30'
    above the floor.  When they opened the door the path led to, an
    arrow trap fired from one of the steps behind them.

    Two rooms after that was a 30 by 30 foot room with two doors, in the
    center of opposite walls.  Each door had 7 gargoyle heads on it,
    some upside down, like those encountered in two previous rooms.
    Around the walls of this room were 30 metal hemispheres, mounted
    near the ceiling, 15 in each doorless wall.  The party tested the
    doors and learned that the gargoyles wouldn't turn unless both
    doors were closed.  They also learned that each time a gargoyle was
    turned, one of the hemispheres slid away to reveal a metal dragons
    head with a soot-blackenned pipe sticking out of its mouth.  The
    party tested each head in the far door, getting these results:
        Switch 1 toggles switches 1, 2 and 3
        Switch 2 toggles switches 1, 2 and 7
        Switch 3 toggles switches 1, 3 and 5
        Switch 4 toggles switches 2, 4 and 5
        Switch 5 toggles switches 3, 5 and 7
        Switch 6 toggles switches 1, 2, 4 and 6
        Switch 7 toggles switches 1, 3, 4, 6 and 7
    They were able to solve the puzzle in the usual manner without too
    many of the dragons being exposed.  The dragons were all covered
    again when the door opened.
    
    The next room the party came to was the apparent end of the white
    flagstone trail.  The trail terminated in a grand sealed door,
    covered in runes, topped with an open-mouthed face, and sealed with
    three huge ornate seals with no obvious openning mechanism.  The
    door, seals, and surrounding archway were covered in magical runes
    and there was a Binky-shaped indentation in the double doors, right
    were they met.  At first glance, nobody could tell much about the
    runes, except that they represented powerful abjuration and
    evokation magics.  Careful examination of the seals showed no way
    to open them and additional runes on the door beneath them.
    
    At this point, Narthan wasn't feeling well, so he adopted a deep
    rear-guard action.
    
    Stewart attempted to cast dispel magic on the whole setup.  He was
    immediately zapped with lightning from the top seal, mini-fireballed
    from the middle seal, mega-magic-missiled from the bottom seal, and
    sprayed with acid from the mouth.  He made lots of saves and
    survived, but it hurt a lot.
    
    After that, Jan decided to see if the release for each seal was the
    spell it represented and tried to magic missile the lowest seal.
    He got mega-magic-missiled for his efforts.
    
    After that, the party copied down as much of the runes as they
    could for later study and decided to leave.  While the mage-types
    were transcribing, Stewart and Henkles did some side exploring.
    They found a room with a trapped door and "Skiz was here." burnt on
    to the ceiling and a corridor with a pit trap.

    On the way back, near an intersection, they encountered Grundning,
    a minotaur dressed in a robe and wearing a claymoore and a blast
    sceptre, just like the one used by the drow priestess.  He wasn't
    looking for a fight and in fact bought some rations from the party
    (4 iron rations for 9.5gp). The party expressed some interest in his
    blast sceptre, and he expressed some interest in silver strike, but
    it was obvious that neither item was going to be sold.  He went on
    his way and the party on theirs. 
    
    When they returned to the puzzle lock room with the metal dragon
    heads, the party tested each gargoyle only once before confirming that
    both doors worked the same way and solving the
    lock (in three moves).
    
    When they got back to the huge room with the stairs spanning it,
    the party was attacked by a band of urds (flying kobold-ish
    creatures) that flew out of the doorway that was 30 feet up the
    wall.  They flew above the party dropping rocks and stink bombs on
    peoples heads.  Darius managed to web the doorway and prevent any
    more from coming out after a few rounds (and caught one
    retreating).  In the mean time, the party discovered that there was
    a set of invisible walkways in the room, 30 feet above the floor at
    all points. The urds were aware of the walkways and made good use of
    them for cover, but the battle was fairly one-sided anyway.
    Eventually there were only three remaining and they were forced to
    surrender.  The bodies were searched and 50cp were recovered.
        780xp to party (minus Narthan & Cassie) for flying kobolds
    
    After the three urds surrendered, Maanamere suggested that they be
    made to carry some of their fallen comrades as food for the hungry
    creature that the party had passed on the way in.  Each prisoner
    was assigned one body.
        250xp to Maanamere for good (if gross) idea

    The next room was the one with the strange shimmering surface and
    the crates & barrels.  The party  prodded one of the urds into the
    room to take a closer look while they watched from the doorway.
    The urd, Steve & Jan (who were watching too closely) were all
    hypnotised by the shimmering surface, which turned out to be some
    strange moss, and stood motionless.  At that moment, a group of
    kobolds, who had been hiding in the crates and were wearing crude
    sunglasses made from broken glass, attacked.  It seemed like a nice
    plan when they came up with it.
        84xp to party (minus Narthan & Cassie) for kobolds
    
    The room was searched and the party recovered 1 bloodstone, 5
    malachite pieces, 10 moss agate chips, a partial barrel of molasses
    and a giant centipede, which Maanamere dispatched.
        35xp to Maanamere for squashing a bug
    
    Next the party stopped to search a room full of garbage, which got
    them very smelly.  Oddly enough, a short time later they were set
    apon by a huge swarm of rats and giant rats.  The party retreated
    into the second puzzle lock room and breathed a sigh of relief as
    they latched the door between them and the rats.  A moment later,
    the door was opened from the other side and the rats swarmed in.
    A Snilloc's Snowball Swarm killed 15 of the rats and 31 of the
    giant rats and caused enough confusion that the party was able to
    flee out the far door and begin spiking it shut.
        570xp to party (minus Narthan & Cassie) for rats
    
    While the door was being spiked, Dexter went around the corner to
    the frost spider room to make sure the party wasn't attacked from
    behind.  He discovered that the room now contained 4 more of the
    spiders the party had fought before, plus one that was 10 feet
    tall!  Dexter informed the party of the situation and dropped to
    one knee.  Stewart charged into the room to protect Dexter.  As
    Stewart was running by, Dexter fished a scroll of Protection from
    Frost from his backpack and read it!  The fight was brief after
    that, as the spiders breath weapons, even the more powerful one of
    the mother, were useless.
        250xp to Dexter for intelligent scroll use
        1900xp to party (minus Narthan & Cassie) for spiders

    At this point, time was taken to search the rest of the "cocoons"
    that hadn't burst open.  To the party's relief, the contents were
    not more spiders.  They were in fact the bodies of previous
    victims, apparently adventurers.  The bodies were searched and
    some treasure was found:
        - A human male dressed in leather armor (with several large
          holes chewed in it).  He has a longsword, a dagger which is
          strangely inscribed with the word "Mother" in Thorass, two
          other daggers in his magic boots, , and a purse
          containing 18gp, 12pp, and 6 toals.
        - A human female in plate mail, armed with a magic scimitar.
          She had a backpack, but it has been chewed away so that no
          much more than the straps remain.  A purse hanging from her
          belt contains 13sp, 16ep and 2 Harbor Moons

        - A half-orc male wearing plate mail and armed with a hand axe
          ("Elf Hurtr", listed below).  He has bracers on his arms. His
          backpack has also been eaten away, but he has a belt pouch
          containing 9cp, 49sp, 24ep, 25gp and 16pp
          
          "Elf Hurtr" is a rather crude looking hand axe with a single
          50gp garnet bead dangling from a 2" leather strip tied to the
          pommel.  The name has been roughly carved in the handle in
          Thorass.

    Returning to the Lich's lab, the party settled down to some
    serious looting.  Maanamere wasn't feeling well and went to join
    Narthan, but before he went, he cast mount to summon a mule for
    the party.  The mule was loaded up with whatever lab equipment
    Darius could fit on it that didn't look too fragile.  In addition
    to general equipment to use in a future lab, the party found the
    following items of value in the lab:
        o A tiny gold scale, 10gp
        o 2 silver candelabra, 12gp ea.
        o 3 small obsidian cylinders, 14gp ea.
        o A finely crafted hourglass, 25gp
        o A tiny silver whistle, 12gp
        o A small coil of platinum wire, 10gp
        o A vial of quicksilver, 10gp
    (Values were added later when the stuff was sold.)

    The party also experimented with the wand that worked the mural
    that worked the porticullises and figured out how to raise the
    other gates.  In the process, they discovered that the mural could
    be made to slide back and reveal a 3'wx3'hx8'd crawlspace with a
    chest in the end.  The chest contained the following:
        o A Ring of Protection +1, +4 v attacks from Andarol
          Gutreaver
        o A Dagger, +1, pommel will glow enough to read map @ will
        o A Potion
        o A Scroll of Prot.-Normal Missiles
        o A Magic User Scroll:
            4) Enchanted Weapon
            4) Magic Mirror
            6) Globe of Invulnerability
        o 638ep, 317gp, 49 toals, 11pp, and 2Harbor Moons
        o A vial of diamond dust, 100gp
        o A vial of powdered emerald, 60gp
        o An umber hulk claw, 150gp
        o 4 sets moldy fine clothes w/robe for a tall thin man
        o 6 50gp moonstones
        o 2 100gp rose quartz gems
    (Values were added later when the stuff was sold.)

    Later, they passed the interesction blocked by the creature the
    party had taken to calling "The I'm Humgry".  As Maanamere had
    hoped, they were able to use slain urds as the price of passage.

    The party was interested in finding a path out of the dungeon that
    avoided the pit full of undead and the flooded room, so they began
    exploring side passages.  After eliminating several possibilities
    and exploring several basically empty rooms, they found a
    promissing looking long corridor heading east (towards an earlier
    section of the white path).  Unfortunately, as they were heading
    down it, Stewart disappeared.  Stewart found that he had been
    teleported to an open space that was filled with magical darkness
    that his continual light buttons couldn't penetrate.  He
    cautiously explored his surroundings and discovered that he had
    appeared in the corner of a 30'x30' room with exits going east and
    west.  When he had worked his way back to his starting point, he
    was teleported back to the corridor he had sarted from.

    In the mean time, the rest of the party was trying to figure out
    what had happened to Stewart and what to do.  Once "celebrate and
    cross this corridor off" was ruled out, Dexter suggested that they
    tie a rope to the urds and he hold the rope and lead them forward.
    As luck would have it, the lead urd reched the spot that triggered
    the teleport, takind the other urd and Dexter with him due to the
    rope, at about the same moment that Stewart teleported back.  This
    led to some confusion as Dexter and the urds appeared to "turn
    into" Stewart.  Eventually the whole thing was straightened out
    and Dexter & Co. returned.

    At this moment, Henkles horrified one and all by revealing that he
    had "a plan".  His plan was to ask his spiked ball to show him the
    "shortest route to the surface" (or some similar, syntactically
    equivalent word choice) and then follow it like a duckling
    following its mommy.  The party quickly reviewed their group name
    and decided to go with it.  Naturally, the ball started by leading
    them through the teleport.  From there it led them east, through a
    door carved with the likeness of Baal, a dead god.  The party
    later learned that this door was known as "the Grim Door" amoung
    local explorers.  Then the ball lead the party across a pit trap,
    which Stewart found the hard way.  He managed to stay conscious
    long enough to kill the giant centipedes at the bottom.
        64xp to Stewart for squashing bugs

    The next place the ball lead them through was a pair of steel
    doors that slammed down, trapping the front 20 feet of the party
    between them.  A 10'x20' trapper had taken up residence in the
    space in between, and said hello in the usual manner.  Darius was
    outside the trap and cast a spell which surged into the area,
    causing several strange eel-like monsters to appear in the trap
    and fight alongside the party.  It is unclear whether this helped.
    Nevertheless the party did manage to kill the trapper.  The party
    dogs and Maanamere's mule died in the fight though.  Under the
    trapper they found 16cp, 32sp, 8gp, 4pp and a twisted but still
    sealed vial of liquid.
        2000xp to party (minus Narthan, Cassie & Maanamere) for killing
               a trapper and some innocent Waterdhavian's mule

    When the party had recovered, the ball lead them on.  Shortly
    therafter, they heard a cave-in up ahead and, rounding a corner,
    came apon a stairwell that had just been caved in, blocking it
    entirely.  Darius got very excited, explaining to everyone that
    this must be the famous "Falling Stair" - one of the best known
    landmarks in Undermointain and the start of his uncle's map.

    While Darius was explaining this, the ball reached the skeletal
    remains of a black dragon's tail just north of the stair and then
    suddenly doubled back!  As the party watched, the ball bounced pas
    them all and then turned east down a side corridor.  The party
    followed it until it bounced past a brownish, oozing glob that was
    coming towards them and then around a pit.  The party managed to
    discourage the glob and then, much to their surprise, watched the
    ball double back past them again and stop.
        250xp to party (minus Narthan, Cassie & Maanamere) for
              discouraging some goo.

    Fortunately, the party connected the poem at the bottom of Darill's
    map with the ball's actions and theorized that they had to
    follow a fixed path to get out.  Henkles and Jan tried their best
    guess at the path and disappeared along with the ball.  The rest
    of the party considered their actions for a few minutes and then
    followed suit.

    In the mean time, Jan and Henkles had appeared on a grassy
    hillside amoung a herd of sheep.  Jan had the misfortune of
    appearing on top of a sheep, which didn't make either one of them
    very happy.  The sheep panicked and fled down the hill, as did the
    shepherds and some pilgrims who were picknicking nearby.  Henkles
    had time to look at the road that passed the hill and stretched
    off into the distance and observe that perhaps he should have been
    more specific and requested a route to Waterdeep, instead of just
    the surface, before the rest of the party appeared and somebody
    pointed out the walls of the City of Waterdeep behind them.

    The party legally entered Waterdeep for the first time ever, and
    went home.

    Darius (5) cast identify (at 6th level) with the following results:
        o Boots from frost spiders - fail
        o Bent metal flask from trapper area - Healing P. (2d4+2)
        o Bracers from frost spiders - fail
        o Ring of Kobold Summoning - 3 more names: Fraick, Frunk, Phack

    Cassie (5) cast identify with the following results:
        o Boots from frost spiders - Boots of Elvenkind
        o Bracers from frost spiders - Bracers of Initiative, low
          strength (later dermined to be d8)
        o Ring from Lich treasure, failed
        o Potion from Lich treasure, failed
        o Ring from the Vanishing Tower is a Ring
          of Magic Missiles, functions as the wand of same

    Darius gave the moldy clothes to Mrs. A. to see if she could
    salvage them.



Marpenoth 27, 1369 Year of the Gauntlet Marpenoth 29, 1369


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