May 19, 2024

 

Beggar 18, 5043  (cont)

 

We retrace our steps to the west side of this eastmost ridge and spend the night.

 

Beggar 19, 5043

 

We go toward the fog, the city, the beach to see what’s up with all the fog.

(9:00AM)

Fog can be seen through to 100 yards.  The fog is not providing concealment.  We continue in trying to look for the portal.  We are moving 2 mi./hr.  as the fog flows around us.  There are an increasing number of ruins. 

(3:00PM) The ruins become more like towns than isolated farms. 

(4:00PM) we arrive at the ruined city in the fog.

(5:00PM) we see alleys and multi-story ruins.  The road we are on has widened and we see what remains of overpasses above our heads.  As the debris increases we must walk two by two and carwl over rubble to continue forward.  Arden searches for a more defensible place to night over.  We find a spot.  Beari casts Secure Shelter.  W are safe through the night.

 

Beggar 20, 5043

 

Hypnotic gays are much harder to turn no matter what kind of rave you take them to.

 

(9:00AM) We continue on and see our first complete overpass.  Arden climbs to check it out.  There is less rubble on the overpass, but it is not sturdy enough to support traversing.  Arden climbs back down, reports, walks into shadow of overpass, fades away.  We walk forward holding hands.  We don’t see Arden; the sun jumps an hour ahead in the sky; Arden reappears and we move on.  Beari & Ben seem to remember a theory about time portals but don’t know any more.

Moving on the road is even more blocked.  We see another overpass.  We discuss going over it rather than under.  Arden goes up to investigate.  This overpass seems to be in better condition than the last. We decide to go through all together.  The sun jumps forward again, but we feel no effects from it. 

The road ends at the ruins of a palace with the sea beyond.  Zora looks at her mental encyclopedia and sys within the palace there is a shrine and we will find the portal there.  Ben casts Control Weather to try and dissipate the fog.  It is successful and there is no fog for 2 miles.

[Directions to the Shrine: Go into the throne room.  Turn right.  Look for the first available left and follow to the shrine.]

(11:00AM) We climb to the foyer. The room is full of rubble and the passage we need to continue is blocked. 

 

Init: Zora, Beari, Arden, Ben. 

Round 1:

Zora and Arden hear and enticing sound ahead.  They both save. Zora checks here mental encyclopedia and thinks it might be a Siren Spinster.

Round 2: 

Beari and Ben her the Siren’s song; both save.

Zora tells us Siren Spinster lures victims to web, paralyzes, wraps in strands, eats later.

We decide to leave the spider alone and move on.

 

We reach a very large room with a temple in the middle.  Shrine.  Zora’s mental encyclopedia tells us:  thick walls, strong roof, older than the palace.  Hidden room by the alter (door in the floor) missing its ladder.  Below is a puzzle to solve and then a crazy labyrinth with levels and puzzles.  Wrong answers will collapse the tunnels around us.  Halls are 3’ wide, 6’ tall.

 

We arrive at the shrine.  Arden moves to the altar and beings to search for the hidden door in the floor.  Arden finds the door, opens the lock, opens the door, sticks his head in and sees a lever.  Arden jumps in, examines lever, checks for traps, finds none.  Decides to pull lever, after everyone else joins him in the room.

 

Pulling the lever causes everyone to be moved to a nearly-identical looking room except that there is no lever, and there is an opening to the north.

 

Welcome to the Catacombs.

(12:00 Noon) Cautiously move to the opening to the North and move through checking for traps and things.   (See map.)

 

Round 1: 

A long narrow hallway with a Rust Monster at the end.  We know that its antennae destroy – rust to dust in seconds – metal that they touch; that like many reptiles it can spontaneously move about even after it is dead; and that it should have arms only 5’ long, whereas this ones’ are 15’.

It touches Arden’s rapier and Zora’s sword.  Neither one rusts to destruction, but instead each of them loses any magic “sheen”.  Beari, observing this, and using Spellcraft, realizes that this only looks like a Rust Monster, but is instead some variant which eats magic.  It drains all the magic from any item it touches and uses that to gain HP for itself.  The drained magic returns to the items after three to four hours.

Beari casts Delayed Blast Fireball – Maximized – with a delay of zero.  Arden attacks, moves to flank.  Zora  does the slice and dice and the monster dies. 

 

XP: 48 

 

We wait until it stops moving and poking doesn’t trigger it.  Then we move past it and continue on.

Left, 90’ straight, 90’ left, 90’ straight, 90’ left, 90’ straight, 90’

 

Lobby.

 

We think we solve the tic-tac-toe puzzle and choose corridor 3, but opt to wait in the lobby until everyone’s metal magic items reboot.

 

(4:00PM) Arden leads us into the passageway, lots of twists and turns, stairs up and down, with the occasional branching – he selects straight for where to go first – checking for traps and secret doors at each stair.  Somewhat over a mile in he finds a secret door at the top of a stairs [having gone past three unobserved secret doors earlier]; however that side passageway is only 100’ long before reaching a dead end.  Back in the “main” passageway, he leads us for another uneventful third of a mile before declaring a halt and asking for suggestions.  (See map.  Purple trace starting on the left side of the passages.)

 

(6:00PM)  Ben says he has a spell which could help.  Ben casts Find the Path (FtP)on Arden.  FtP nudges Arden back the way we came (purple trace on the right side of the passages) until we arrive about 300’ from the entrance.  FtP wants Arden to go through a solid wall to his left, so he checks and finds a secret door.  He finds no traps and opens it.  Down that passageway  (green trace [honestly, I expected youall to use FtP from the beginning -- this way was more amusing]) 100’ to a stairs going down.  400’ later FtP warns him of a Glyph of Warding, and tells him that the safe passage word is “carriage”, which he uses.  100’ to a stairs going down.  200’ to a left turn.  300’ to a stairs going down.100 feet to a right-hand side passage which FtP ignores.  400’ later FtP wants Arden to go through a solid wall to his right.  He searches for and finds a secret door, finds no traps, opens it.100’ to a left turn.  100’ to a right turn.  100’ to a left turn.  200’ to a right turn. 200’ later FtP warns Arden of a Blade Barrier trap, with a safe passage word of “hook”.  He uses it to get all of us past that trap. 100’ later FtP warns Arden of a Crushing Wall trap and provides him with the information of how to disarm it, which he dexterously does.

 

100’ later we find a lizardfolk waving a spear.

Rounds 1 through n: 

Arden tries to talk the lizardfolk into just letting us go past him, explaining that we don’t want to hurt him.  To no avail: he finally attacks and Arden kills him.

 

XP: 0 

 

We turn right.  100’ later we turn left.  100’ later we encounter an Athach filling the entire passageway.

Round 1: 

Zora steps in front of Arden, hits it several times but it is still up..

Arden cannot tumble past it, steps back instead.

Athach tries to beat on Zora but can’t.

Beari decides that Zora has everything under control and just watches.

Ben also just waits.

 

Round 2: 

Zora kills it.

 

XP: 0 

 

We turn right.  200’ later we find the chamber with the lever.  We pull it.

 

END OF RUN