City Campaign & Dungeon of Doom Playthrough

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fnordfriendly
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Re: City Campaign & Dungeon of Doom Playthrough

Post by fnordfriendly » Wed Oct 10, 2018 3:52 pm

Very nice! Thank you for sharing. I really enjoyed reading through this, not just because it's such an enjoyable read, but it does double duty... gives me insight into how this module plays out. Many hand-clappings are due to you!

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Re: City Campaign & Dungeon of Doom Playthrough

Post by Runeweaver » Tue Sep 18, 2018 12:09 am

Very cool, AM. I enjoyed the whole thing! Bravissimo!

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Re: City Campaign & Dungeon of Doom Playthrough

Post by AnimeSensei » Mon Sep 17, 2018 3:32 pm

WARNING - DUNGEON OF DOOM SPOILERS AHEAD - DO NOT READ IF YOU ARE GOING TO PLAY THROUGH THE DUNGEON OF DOOM!

Last Dungeon of Doom spoilers are below! After this, there are no more spoilers!

The door contains a room with snakes crawling around on the floor and a permeating hiss can be heard throughout the room. There is a door on the far wall and an empty plinth on the right, flanked by two pillars carved with snakes. The hiss sometimes forms a serpentine voice, whispering something about putting glyphstones blessed by Sysuul in the plinth. Doud and Anthem both realize the snakes are an illusion, and Dante hits the snakes with the Sword of Andronicus, which banishes the snakes and the hiss. They proceed carefully into the room. The door on the far wall leads to an old treasure room, but everything in the room appears to be ancient and turns to dust when touched. Anthem notices a trap door under some moldy cloth in the corner, and the party finds a more recently stocked treasure room down below. It contains the Shield fo Andronicus and several stone carvings, detailing Sysuul conquering some neighboring countries with her might, and even immolating a local leader for not praising her as he entered her shrine. The party proceeds back to the plinth in the other room and try putting glyphstones in; the first stone they picked up seems to react with the plint arch, but they have a hard time figuring out the next one to put in, as most just deactivate any progress made. Eventually they discover the other that was blessed (aka had snake orbs in the room that were disguised as torches) was in the Lava Chamber, and after putting that one in as well, the rest can be placed in any order and the plinth grinds to the side, revealing a sloping passage down to doors carved in an Ouroboros of snakes eating their own tails.

As the party approaches with the glyphstones, the doors swing open, revealing a massive jade room filled with carvings of a 3-headed snake. On the left is a murky haze, surrounding something that appears to be glowing in a purple hue. There are 4 pillars of intertwined snakes in the room, and a large carving on snakes on the floor. Doud steps into the room to look for trap. He thinks to praise Sysuul before entering, and is able to investigate the haze. It appears to be surrounding a glyphstone, but the stone is glowing red and there are several runes in the alcove around it.

Toron moves in at Dante’s request, as as he passes the halfway point in the room, a fireball explosed from the center. Two huge eyes start to open on the far wall, and a golden snake statue animates and attacks the party! The PCs manage to destroy the snake, but the eyes keep glowing brighter and the party feels something bad is about to happen. The snake pillars charm Q (Evan’s eidolon) and he uses his breath weapon on the party for a lot of damage; Evan quickly dismisses him. Doud removes the glyphstone and is immediately changed; his teeth lengthen into snake fangs and his tongue becomes long and forked. He is cursed and cannot drop the glyphstone. Anthem notices a switch under the large eyes, and Dante and Almaris try to hit it and the eyes with their arrows but fail to stop the eyes from glowing even brighter. Anthem manages to deactivate the trap moments before it appears it was about to go off.

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The party proceeds cautiously into the next room, being sure to use their wand of Protection from Evil on everyone. They open the door and find themselves in a small, secluded area in the next room. They peek around the corner and see a large dais with huge snake heads with glowing diamond eyes that appear to be watching the party. Everyone feels the snakes exerting some sort of mind control spell on them, but the Protection from Evil spell blocks the snake eyes from having any effect. The party moves on.

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They open the doors to the next room and see two enormous jade pillars on either side of them; an altar is in the middle of the room, made out of solid gold. A huge idol of a three-headed snake woman sits holding a brazier on top of a dais, a circle of carved flaming snakes behind her. The PCs cautiously enter the room. Everyone with a glyphstone feels an urge to place it on the altar. Suddenly, Zaltar appears! He says they have reached their goal! They have almost conquered the Dungeon of Doom, but now they must defeat Sysuul! They must put the glyphstones on the altar, which will break the binding spell and allow them to attack her during her weakest state; they must slay the snake goddess! They party mulls this over and discusses while Zaltar waits impatiently. Unexpectedly, behind them suddenly appears Ozraeline. She sees Zaltar and immediately screams out not to trust him! He only wishes to take power for himself and cares nothing about them! She says they must free Sysuul, and she will help the party do so. Sysuul can bring peace to the land once she has her powers back and can conquer it. While she is yelling this at the party, Doud goes invisible and sneaks up behind her. After it is apparent that Ozraeline only wants to free Sysuul so she can dominate the area, Doud shanks her from behind, which drops Ozraeline to the ground, dead. A great rush of wind and energy blows out of the Shrine as the powers that bound the Maeregasts to her are transferred back to the Dais of the Dead. Zaltar sees this and scowls. The party says they can help Zaltar, but they need to go bind the souls of the dead to themselves. Zaltar protests, and says they must defeat Sysuul NOW. The party again declines, and Zaltar strikes his staff against the altar, breaking it in half.

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The party watches as the stone statue of the three-headed snake god starts cracking; pieces of the it fall to the floor, revealing shimmering, moving scales underneath. The cracks continue until the prison bursts and Sysuul stands a full 30’ tall. She looks around the room, notices Zaltar and the party, and then curses at Zaltar to be gone and banishes him out of existence. She then turns to the party and attacks! Luckily, the party had fully prepared for the possibility of a big fight and are able to stand toe-to-toe with the Goddess, and manage to pelt her with arrows, flank and stab her, and use magic spells to beat her down before she can rise to her full power. Anthem lands the final blow, and she slumps to one knee, screaming that this cannot be, she was supposed to be a God…. she falls to the ground, motionless. The party watches as her essence and soul is sucked from her body into the cracked altar. It explodes in a volley of stone fragments, and the room is silent. Zaltar again appears to the party (Faun notices he is a Simulacrum and figures out he wasn’t even here; it’s just a projection of himself) and thanks them for defeating her. They have saved the city from Sysuul’s destructive might; if they had not defeated Sysuul, he fears she would have rose at a later time and grown to several times her strength and size, and could have destroyed the entire city below! (The party, who has seen this happen right before Asmodeus sent them back in time to stop this remains quiet on this issue.) He tells them to take what treasures they wish from the Dungeon. The party asks what Zaltar will do with the dungeon now, as Sysuul is no longer needing to be held here. He says he has no need for the dungeon and says the party can have it if they wish, though it was designed by him for them as they entered, so it will change to a simpler form once they leave. He vanishes and the party makes their way out of the Dungeon of Doom….

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Re: City Campaign & Dungeon of Doom Playthrough

Post by Rabbit Burner » Wed Sep 12, 2018 6:33 am

It all kicked off on the bridge!

Nice pictures AS - not reading the text due to spoilers, though not sure we would ever run the whole DoD.
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Re: City Campaign & Dungeon of Doom Playthrough

Post by AnimeSensei » Tue Sep 11, 2018 4:33 pm

WARNING - DUNGEON OF DOOM SPOILERS AHEAD - DO NOT READ IF YOU ARE GOING TO PLAY THROUGH THE DUNGEON OF DOOM!

The party uses the glyphstones from the pools area and the amulet from the acid bath room to convince the secret door to open in the puzzle room. It opens and reveals what appears to be a prison. Upon closer inspection, the party sees various beasts held in cages. In one far cage is a tiefling in red plate armor who greets them adventurers as they enter. She introduces herself as Ozraeline, and says they must be her liberators. She tells them that Zaltar trapped her here after she helped Sysuul and Zaltar create this dungeon. She asks to be freed from her manacles that hold her to the wall, and in turn, she will help them navigate the Dungeon of Doom, starting with helping them find the glyphstone in this very room. She also will help them by wresting control of the Maereghasts from Zaltar so they can defeat him together! The party decides to try it on their own first, and Dante finds a torch on the wall that is apparently a lever, but nothing happens when he pulls it. Ozraeline says that’s part of it, but to get the glyphstone they will have to release her. Anthem decides that killing all of the various monsters in the cells might do it. They all perish but no glyphstone opens. Eventually they hit a dead end and ask her how to release her. She says they just need to ask for the manacles to release; they won’t open for her. Anthem asks them to release her and the manacles fall off and suddenly a secret door opens in the corner. Ozraeline says her sword is in there, along with her adventurer’s pack. The party looks and sees what she’s asking for, along with a chest and a glyphstone. Doud picks the lock on the chest and avoids a trap; the PCs find some coins. Dante takes the glyphstone, but as he does the dead menagerie beasts rise in undead forms and attack! The party is able to defeat them relatively quickly due to having them already corralled in their cells as Faun casts fireball. Unfortunately this knocks Ozraeline out and the party put her in their bag of holding. They feel they might be stuck with her for a little bit, and think she will likely betray them at some point, so they want to keep their eyes on her. They make sure to check on her and give her some air.

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The door next to Ozraeline’s cell appears to enter into a labyrinth. Doud investigates and finds a hidden pit trap. He strategically activates it and the floor stones break away, leading to a pit of lava. He manages to jump over it and comes face to face with a huge boulder on a ramp; the boulder is covered in demonic markings and looks as if it’s carved to resemble skulls and various bones. Doud senses it will likely come rolling for him at some point knowing this dungeon, so he treads carefully. He finds a glyphstone on a wall but leaves it alone. He finds several traps that contain mechanisms that either would crush him against a wall or impale him with spears. He deactivates them. He also finds another lava pit trap. He then goes and takes the glyphstone and as he foretold, the boulder frees from its platform and comes rolling towards him! He dashes behind a corner and the boulder follows him! He proceeds to race out of the room and beats the boulder following behind him, slamming the door shut as he exits the room. The boulder doesn’t seem to follow. The party uses some of the power of the glyphstones to take a rest and recoup some of their spells and health.

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The other door out from the menagerie room opens into a musty tomb with a large dais in the center; pillars flank all 4 sides of the dais. Bones are piled up against the walls with large skulls on top, covered in runes. Ozraeline says this is the Dais of the Dead, and she can use it to command the Maereghasts. The PCs tell her to wait and they investigate. As Dante approaches the dais, 4 ravens on the pillars speak, saying they will tell the party secrets of this room and the dungeon if they offer blood! The party tries using blood from some the dead orcs a few rooms back, but the ravens demand fresh blood! More blood! Dante summons a pony and they try using the pony’s blood which works once, then the pony runs off. The ravens give some insight that any who die in this room have their soul sucked into the ossuaries of bones lining the room. The party then takes turns giving some of their blood, each time the ravens are unsatiated, cawing “MORE BLOOD!” But the PCs learn that from the knowledge gained from creating this room, Sysuul created an altar in her temple which is deeper in the dungeon, and while this dais was created to trap the souls of those who perish in this dungeon here, Sysuul has redirected them now to her altar. Zaltar used her shrine to imprison her. The spheres the ravens sit on allow someone to take control of the Maereghasts. Also, this chamber used to hold a glyphstone, but it has been stolen. The party starts to feel they have given enough blood and ask how to take control with the spheres; the ravens just want more blood and won’t give more information without it. The party tries various ideas but nothing seems to work. The party lets Ozraeline out of her bag, heals her to wake her, and asks her. She summons her sword, which flies through the air to her and she catches it. She says she helped create the dais and can activate it. She takes a large skull from on top of each ossuary and brings it to the dais; after 8 skulls are present, she cots herself and lets her blood spill on each skull. The room rushes with a stale wind and the party senses a shift as the Maereghasts come under Ozraeline’s control. The party searches the room for the glyphstone that was said to be stolen, and finds a secret door! Upon pressing a hand to the proper area of the wall, it slides open, revealing a chamber beyond. It is filled with rubble, a broken chest with smashed vials, and a gaping hole in the wall where they assume the glyphstone once sat. A warm, musty smell comes from the hole. Ozraeline says she feels weak from all of the events that have happened (fireball, bag of holding, taking on a litany of souls under her command….) so she slumps against a wall and says she will stay here for a while.

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The party ventures into the hole and find themselves in some sort of burrows. Their limited light sources glint off of what appear to be metal on the floor. Closer examination reveals the remains of several adventurers. Their bones have been broken, cut, and scraped. Anthem uses his vast knowledge to theorize these may be the victims of the Khri, an insectoid race that can implant people with eggs and cause them to be dominated; the results are never good. The party decides to look for the glyphstone and decides to always turn right so they don’t get lost. The first right ends up in a small area covered in slimy green eggs. The party can see larvae moving inside of them. Anthem decides to take a few eggs, but the larvae hatch and attack to save themselves! The party quickly smooshes the Khri babies and continues on. They keep hearing something in the distance. They feel they maybe are being hunted.

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The tunnels all look the same, but eventually the party comes to a larger area and see a huge stone sunken in the floor with several smaller rocks piled up against it. The party investigates and thinks it may be a plug of some sort to a lower chamber. They leave it be for now and move on but are attacked; it appears the time they took too long looking at the stone and their pursuers have caught up! A huge Khri and several small ones attack! This one is hardier than the babies they fought earlier, but dies all the same. Faun burns some more eggs that they find. Best to kill them before they grow up to infect more areas. The party wonders if these creatures burrowed in here or if Zaltar placed them in the dungeon.

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The party continues on and eventually finds the glyphstone at the end of a long passage. As they approach, an even bigger Khri appears, covered in sticky webs; maybe the Queen? Behind them another large one traps them in! They are forced to attack! After a painful encounter, the PCs emerge victoriously and take the glyphstone. They keep moving. They notice the air keeps getting hotter. It almost becomes unbearable when the party finds the body of a female humanoid who came to a grisly end in the burrows. In her pack the party finds a map of the dungeon, including a larger area closeby, and a journal describing her party wondering why several green orbs in the dungeon were disguised as green orbs. The party makes one more turn, and finds themselves out of the burrows.

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They emerge in a huge chamber, the floor is mainly a molten lake of lava; a huge stone bridge towers above them. Doud steps inside and immediately feels the heat crisp his skin and he runs back into the burrow. The party casts some elemental resistance spells to protect them from the heat, and then proceed into the lava chamber. There are several rocks on the outskirts of the lava lake they can step on, and though the heat is immense, their spells protect them. The party climbs up the wall next to the bridge and sees it spans the lava chasm; in the distance they see some torches (or in Doud’s case, green orbs) and a faint yellow glow around a dais. Immediately in front of the party are two huge gargoyles with open mouths, guarding the bridge. The gargoyles speak and say they contain the souls of two ancient dragons, Volcamathar and her younger brother Incandatamos. Anthem recognizes the names as dragons that dwell in the Abyss, so the party doesn’t believe them. There are several torches on the walls the Doud says are really green orbs. The gargoyles say if the party feeds them the orbs, they will grant the PCs safe passage over the bridge. The party acquiesces, and the gargoyles say the party is now protected. The PCs still don’t trust them, and feel they are lying. The PCs notice when the orbs are picked up, the one they hold and then one other one in the room flash a bright light as if they are synching. They decide to take the orbs across the bridge with them. As they pick up the orbs, suddenly two huge fire elementals appear along with several magma mephits! The party is brutally attacked, and barely make it out alive after a long battle, though Margit is knocked unconscious and must be brought back from the brink. Lucky for them, they had cast the fire resist spells earlier!

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They proceed across the bridge, but fail to notice the monster that was hiding under the bridge. It attacks the party, trying to make them drop the orbs. He manages to make Margit drop one, and then some mephits join in the fight as well and cause Faun to drop the other. Both orbs break in the lava pool below the bridge. The party manages to defeat the Abyssal Vermillion that assaulted them on the bridge, and trudges back to get two more orbs (they are starting to run low in that room!) and then head back across the bridge again.

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On the far end of the bridge are two more gargoyles, who mumble to each other “I’ll be they don’t even know who we are…” The party doesn’t trust these gargoyles after the last incident. The gargoyles say they are two elves, and were the first creatures ever killed by Sysuul. They claim that they are forced to request the orbs from the group to disclose the secrets of this area. The party doesn’t bend to the request.

The yellow glow the party say from a distance is in fact a magical aura surrounding the next glyphstone. All attempts to disrupt the aura and take the glyphstone fail. The party looks around and sees doors on the left and right. They choose the right hand side and open the door, it leads to two more doors. The party is ambushed in this room by flying snakes that are easily taken care of. As they approach one of the doors, a magical gust of wind blows and almost knocks Doud off of his feet. He manages to keep his footing and disables the trap. They open the door and it reveals a small alcove, holding an illusion of a torch. They party puts one of the orbs in the socket where the torch would be (the orb still looks like a torch to everyone but Doud) and it flares in response. They deactivate a similar trap on the next door and find an identical alcove. The orb also flares when it is inserted. They proceed back to the central room and find the glyphstone is now free to take. They grab the glyphstone and move to the door on their left...

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Re: City Campaign & Dungeon of Doom Playthrough

Post by AnimeSensei » Fri Aug 31, 2018 3:30 am

We get through about 3 encounters per session so about 1.5 hours per encounter on average. We're playing Pathfinder. The players like it so far for the old school feel, but we did have some difficulty in the Lever Chamber, Eldritch Pools, and Puzzle Floors.
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Re: City Campaign & Dungeon of Doom Playthrough

Post by fnordfriendly » Thu Aug 30, 2018 8:59 pm

Wow, looks like a blast. Thanks so much for posting! How many hours has the DoD part of your game taken so far? How are your players liking it?

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Re: City Campaign

Post by AnimeSensei » Thu Aug 30, 2018 5:05 pm

WARNING - DUNGEON OF DOOM SPOILERS AHEAD - DO NOT READ IF YOU ARE GOING TO PLAY THROUGH THE DUNGEON OF DOOM!

The party enters through the door into a long hallway with mosaics on one side and a double door on the other. Doud asks everyone if they wonder if those things in the walls are going to animate and attack them, and says to be careful. The rest of the party has no idea what he’s talking about and investigate the mosaics. Doud uses the Sword of Andronicus to break an illusion spell and the mosaics disappear and the party sees two large statues in the walls. Apparently Doud’s encounter with the magical crossbow bolt earlier caused some lingering effects and he can see through some enchantments now. The party investigates the statues, discovers they are golems, but don’t seem to be attacking, and move through the doors.

In front of them now are two large staircases to the left and right; there is a large brazier burning with a hot flame in between them. Above them on the next level is a huge metal bull; it doesn’t appear to be moving. A door is open behind it. Doud tries to go up the left staircase, but as he does, it gives way, turning slippery and it throws him towards the fire! He manages to roll out of the fire before taking too much damage. They investigate the stairs more fully and discover the right side isn’t trapped. Anthem tries going up those stairs. As he reaches the top, the metal pull animates and attacks! The door behind the bull slams shut. Faun manages to encase the beast in ice before it can charge Anthem. Suddenly, the golems from the hallway activate and attack the party waiting back by the doors! As this is happening, two more golems behind the metal bull (Anthem identifies it as a Gorgon) appear and attack with green rays from their hands! Faun manages to hit the enemies up on the upper tier with a cone of cold, which manages to heavily affect all of them and with this help, the party is able to defeat all of the golems and the gorgon. After looking around the room, the party discovers some weapon racks with a variety of mundane weapons and a hatch on the gorgon’s back. Apparently the gorgon can be controlled. The party pushes the gorgon into the brazier, trying to open the locked door. Eventually they think to put the bull back on the dais where it once stood and as they do that, the door behind it opens. They find another glyphstone and some treasure, along with a door to the right. They open the door and see stairs beyond.

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The party goes down the stairs and see a door with a stone key floating in front of it. Closer inspection reveals the key isn’t floating, it’s sitting in the middle of a huge gelatinous cube! The party attacks it but is ambushed by a black pudding that seeps through the cracks in a wall. The party is able to quickly destroy the creatures and uses the key on the door.

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In the next room is a strange pillar with carvings on it; there is also a locked door on the right and an unlocked door at the far end of the room. As the party investigates the pillar, suddenly two people appear in the corner of the room, they appear to be a queen and an alchemist. There are 3 distinct conversations between the two, something about sahuagin attacking, withstanding attacks on her country, and feeling like her life is dull and she needs excitement. Doud clearly recognizes these as illusions, however they appear like real people to everyone else. However when the conversations are done, the queen and alchemist vanish. The alchemist again appears and says: “Pillars of knowledge open the doors to alchemy. In addition, always must the time be right, then the magic defined, and finally the correct rune added.” He then vanishes. It appears to be a puzzle.

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Almaris fiddles with the pillar, trying to decipher the clues given in the conversation between the alchemist and the queen, but as she spins the carvings on the pillar, trying to make the correct composition, lightning shoots from the pillar and blackens a spot on the wall. Apparently they need to make the right selections to avoid being zapped. After much discourse, they decide on a combination and they hear the door to their right unlock! However based on the clues they seem to have only solved ⅓ of the puzzle by their best guess.

They enter the next room and see a vast room covered in glowing runes and letters in an ancient alphabet. Anthem recognizes the script as Elder Futhak. The party sees three stone doors on the opposite wall, with two runes in front of each one. Based on the current way they have set the pillar and its symbols, they see one that matches their current configuration. Anthem tries to step on the tiles and accidentally steps on the wrong one; is shatters and a jet of flame erupts from the floor, almost burning him to a crisp! Evan hops on Q and flies over to the rune the party thinks they need to end up on, and steps on it safely. The stone door slides up and reveals a small alcove with a pile of coins and gems and two glyphstones on the wall. Doud jumps across the span of tiles to check the room for traps. He tries stepping on another tile to check it; it breaks and another flame jet bursts through the floor. Almaris flies over in bird form. The party takes the treasure and the glyphs. As they do, a mysterious blue and purple eye appears on the wall and watches them for a second, then disappears. They talk about what it could be but they have no idea.

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They head back to the pillar and work on the other clues to reset the pillar to a different configuration. The door unlocks again and the party again flies over to the correct glyph on the floor which opens another stone door that contains treasure. Each time they pick up the treasure, the eye appears again and then disappears. After they do this for the 3rd room, they notice one of the glyphstones is gone. They open the first stone door again and see it affixed to the wall, where it was in the beginning. They take it again, the eye appears, and then the glyphstone disappears and reappears on the wall. Anthem thinks the eye may be watching what they are taking so he covers the wall with a blanket while someone takes the glyphstone. It works and the eye doesn’t see the stone being taken and the glyphstone doesn’t disappear. While this is happening, Dante finds a secret door next to where the gelatinous cube was. The door is sentient and says it can’t open until they bring it the water glyphs and the Amulet of the Eternal Serpent. The party proceeds on to the next room.

The door leads to a hallway flanked by two gargoyles. The party notices the gargoyles are alive but are trying to hold VERY still. Anthem finally gets them to speak after threatening them with the adamantine axe. One of the gargoyles speaks and says that Zaltar threatened to turn them into dust because they had told some secrets of the dungeon to past adventurers. When the party asks what secrets, the gargoyle says he’s not allowed to tell them about the water creatures that used to be in the next rooms, but are long gone. And he definitely can’t tell them about the maereghast ghosts of past adventurers that now inhabit the rooms. He for sure can’t tell them about the fact that the rooms down the hall only allow 3 individuals inside each before they seal off. He says the only way adventurers could communicate is if they had a spell cast on them that allowed them to speak telepathically with each other. The party asks him if he knows how to get that spell and he says he can cast it, and proves it by casting it on the party. The party thanks him for not telling them these things and wishes him well.

The door at the end of the hallway leads to a tiny room with two doors on either side. Each door has a handprint impression on it. Doud presses his hand into the impression and is teleported through the door into a damp chamber. The walls drip with water and there are two more gargoyles in here. They warn about the ghosts. In an alcove is a small purple pool that is swirling. Margit and Anthem join him in the room. Doud looks inside it and sees the reflection of past adventurers doing the same as he is doing now. The pool stills, and Doud feels himself pulled into the pool. He appears on a small platform in a larger pool; he sees a obelisk pulsing red against a far wall, flanked by two glyphstones. They also glow red. Suddenly, maereghasts attack! Doud is his by a spell from one of them and falls unconscious. Margit and Anthem go into the first room with the small pool to help. Margit jumps in the pool and disappears, but when Anthem tries, the pool doesn’t transport him anywhere. Evan, Almaris, and Dante go through the other door; they find a similar room to the one Doud, Anthem, and Margit went into. Almaris and Dante go into the other small pool and help Margit defeat the maereghasts in the obelisk chamber while Evan, Q, Anthem, and Toron fight maereghasts that have appeared in the small pool chambers. Eventually the ghosts are defeated. Almaris tries to take a gyphstone but there is some wall of force blocking her from taking it. Anthem discovers it’s the pillar causing the wall of force and he disables it. The party is able to retrieve the glyphstones and exits the chambers….

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102 Resin and 232 Dwarvenite Sets/Packs Owned

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Rabbit Burner
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Posts: 3737
Joined: Tue Mar 08, 2016 5:14 am
Location: Flaming bunny Warren, Valoria

Re: City Campaign

Post by Rabbit Burner » Tue Aug 21, 2018 10:02 am

AnimeSensei wrote:
Tue Aug 21, 2018 9:56 am
Rabbit Burner wrote:
Tue Aug 21, 2018 8:34 am
Wot no croc rodeo ?!

Fantastic pictures AS and a bucket load of fun :)

Fun Fact: fun is much better than rocks also lighter.
Well they kind of freaked out and unloaded,killing the croc in one round so....

Rocks are fun. At GenCon I bought my wife a set of jade dice. See? Fun!
Not when she jams them up your nose and then claims them in the divorce settlement.
But that might just be us ...... wasn't our fault she failed saving throw.......
Mythrassian Lagomorph Hivemind Minion of the Flaming Bunny Clan

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AnimeSensei
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Posts: 5406
Joined: Sun Oct 27, 2013 2:03 pm
Location: South Weber, UT

Re: City Campaign

Post by AnimeSensei » Tue Aug 21, 2018 9:56 am

Rabbit Burner wrote:
Tue Aug 21, 2018 8:34 am
Wot no croc rodeo ?!

Fantastic pictures AS and a bucket load of fun :)

Fun Fact: fun is much better than rocks also lighter.
Well they kind of freaked out and unloaded,killing the croc in one round so....

Rocks are fun. At GenCon I bought my wife a set of jade dice. See? Fun!
102 Resin and 232 Dwarvenite Sets/Packs Owned

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