MULES CAN MOVE INTO DUNGEONS!
The party has gathered in High Dell and is heading to Solat Peak to cross over via the Sphinx Statue and to finish exploring the Pyramid of Anis'lyl'lisiv.
We made it to Solat Peak without and encounters!
It will take us approximately one hour to get through the dungeon beneath Solat Peak. We are avoiding the cone vines.
We are not surprised but we face another Hook Horror in the Chamber of the Sphinx Statue.
The Hook Horror is 4“ away and it charges at us ravenously.
The Hook Horror gets to 1.8” distance when the Command spell goes off. It fails its save and FREEZES due to Perrin's Command. Actually, NVM…the creature continues charging toward the party.
It has an AC 4. Avuin hits with his axe and did 4 damage. It continues the charge to Jacob and the Sabertooth Tigers.
The Hook Horror is considered large and it misses Jacob. The Tiger attacks it and tears it neck out!
The creature is killed!
After activating the Way-Sphinx Statue, we Teleport to the other side and enter the Pyramid once again. The party goes outside the pyramid and this time, there are no Toads outside.
We are following the treasure map we found, which appears to lead outside. It leads up the side of the pyramid and toward the top where we open the top hidden trap door. We have no trouble with it as we get it open.
The group leaps down below and land upon the apex, which detaches with a mighty sound. This is a 2' opening to the inside of the pyramid and it we must move 5' to get in.
Inside this part of the pyramid is a crystal white stone. The stone is very white. Inside this area is a much different stone than the rest of the pyramid is composed of.
There are no traps detected here but Lazathu takes a moment and listens. He has an 8 of 20 to hear but does not hear anything.
Oriyan keeps watch outside.
We enter the room. There is a circular apex and inside of this is a hole for a rod. It is about 4“ deep. The Rod we found is also 4” long and it looks like it could connect with the artifact with the hole.
At this point, some kind of trap is detected and it is 25' below the eyes of Josalyn at a vague location. It has some kind of connection with the floor but the floor itself is not trapped.
Avuin goes back out the trapdoor to attach 2 additional spikes outside for the rope. Thorgard ties off the rope, and pulls the ball rod into the hole. The floor descends immediately and steadily at a controlled rate. As he descends, the new area opens up as he is descending down into another different room. It is slow enough that it goes down into another room as we all stand upon it.
Erasma, Jacob, the Sabertooth Tigers and Fandillas all jump down to the shifting floor, causing the whole floor to shake. They have to kneel down to avoid falling on the wobbly platform, which eventually melds with the floor below into an inner subsection.
We find at the bottom, a Great Sarcophagus labeled in Elvish:
The floor is unstable and there are some sort of weight based mechanisms. We spot a great pit below us with nasty sharp objects facing up.
Avuin puts in two iron spikes and ties off a second rope but now there are 4 ropes attached with iron spikes. We also spot a giant sarcophagus down here that is not trapped. We check for any iconography on the sarcophagus but it looks like the lid is the only moving part. We wonder if the ground is part of the weight trap. The area underneath is no different but is equal as far as the trap goes.
We pull the lid off the sarcophagus using ropes and the entire floor goes down multiple feet with a mighty grinding sound. We collect some treasure from within the sarcophagus:
Thorgard ties himself to the ropes and takes off the headdress and the magic rein. Avuin can carry an additional 1,100 coins and each of the Tigers can carry 700 coins.
We collect a total of 12,155 coins and then start moving the coins out. It is going to take all day. There is an orb stick that is taken out by Jacob and causes the platform to rise back up.
We are carried back to the top of the pyramid on the platform.
They split into the corners to search but don't find anything. They don't notice any tilting.
OUR PLAN WORKS and we extract all of the electrum coins and manage to transport two tons worth of coins!
We make it out, through the Way-Sphinx Statue and return outside of Solat Peak. Our Horses were not massacred outside but now it is well past sundown. The group is too tired to travel until tomorrow morning so we are camping outside of Solat Peak.
The party loads up the mounts and we travel back to High Dell. On the fourth day of travel, we travel without an event.
On this day we need to rest all day. Avuin does a perimeter check of our camp to scout for animals.
It is now the sixth day of travel.
As we are traveling through the mountains, we notice something off in the distance at about 170 yards. We come to an encampment with Men and they have fires. There are about 80 Men in total and they have not seen us.
They have 8 Horses.
We evade the Men in the mountains. They could have been Bandits.
Lazathu can send his Owl Familiar to check on the camp as Familiars have perfect communication with their masters. The party, by torchlight, was traveling to the north and going deeper into the mountains. They are heading back toward a larger permanent encampment.
Our Clerics prepare Detect Magic the next morning and find that only the reins are magical.
As we enter one of the lower parts of the rough mountains, the sun becomes blocked by the peaks as we descend into a valley. Come across a den in the side of a mountainside. There are several Wolves outside the den that notice our approach and they are 170 yards away.
The Wolves do in fact charge and they move very quickly. There are 12 Wolves total and no Wolves are killed by the arrows. Two of our Horses look like they are going to bolt as the Wolves attack!
They have AC 8 (7).
Jacob misses and the Sabertooth Tiger hits for 9 damage. The other Tiger hits for 10 damage. One Wolf attacks Jacob but misses.
Erasma has 2 attacks but he misses his retaliation strike and takes 6 damage. Fandillas is being attacked by 2 Wolves and there are 2 hits! He takes 12 damage. The Tigers hit 3 times and take 15 damage. Ouch!
Thorgard beats his shield in anger and to scare them off. There is now a MORALE CHECK FOR THE WOLVES! Thorgard successfully intimidates the Wolves and they will be fleeing!
Avuin gets in with his two-handed sword to strike blows but misses. In the next round, we finally kill 4 of the Wolves and we pursue the 6 Wolves that flee. There are now 4 more dead and Fandillas does 8 damage to another, though it is not dead. We then dispatch the rest.
The rest of the party run back to their caves where there are 9 Wolf corpses. The Tiger and Fandillas are both fully healed.
This is not a deep cave and there is a lot of Wolf refuse. There are still three living Wolves backed up against the stone wall with their backs arched and they are all bloodied and wounded.
We easily kill / dispatch the last of the Wolves and search the cave. We do not find any valuables.
Day 7 is uneventful.
Day 8 is also uneventful.
On Day 9 we arrive back in High Dell.
The golden headdress with black sapphires and ambers is worth 8,000 gp and it is at least 1,000 years old. It is only worth 6,400 gp if we sell it for 80% value.
We get 2,300 gp each and get 2,381 xp.
Avuin's old xp is only 420 xp total. His new xp total is 3,039 xp.
Avuin pays his 100 gp upkeep.
Avuin buys a Heavy Warhorse along with saddlebags, iron spikes, a longbow, 40 arrows, and a bullseye lantern for a total of 373 gp. He sold his hooded lantern for 4.5 gp bringing the total to 374.5 gp.
The next day we will head back to Solat Peak and will take the Chariot to where it may lead.
The party heads out.
We encounter nothing the first night.
On the 2nd night, there are no encounters.
On the 3rd day, we find ourselves back at Solat Peak.
Once again we take the Way-Sphinx Statue and teleport across to the Pyramid of the Chariot. We head to the Chamber of the Chariot immediately.
We go sit in the huge Chariot, which can fit the entire party, and we attach the reins. After they are attached, the Chariot lifts off the ground and hovers in mid-air!
With the reins attached, we have perfect control of the Chariot! The secret side door re-opens automatically and we are slammed to the side of the Chariot as we are forced forward. The Chariot launches out the chamber and through the door.
We go forward though it does have some trouble carrying everyone. The Chariot moves at 7.5“ with a total of 1,730 pounds of people and gear. It is having some trouble moving in mid-air.
We can tell that the regular performance of the chariot is equal to that of a Heavy Warhorse with a 15” movement. We also discover that it can use a charge once per turn which doubles its speed and it has a 33% movement increase with a charge while outdoors. It has Class E Maneuverability and is 5' above the ground while hovering. When fully loaded it goes at half speed when fully burdened but we can still control altitude precisely. It can hold 12,000 coins (1,200 pounds) at max weight and up to 20,000 coins (2,000 pounds) at half speed.
The Chariot counts as treasure and all of us can split the xp value! It has the following stats:
15" MV, Class E, 5' max normally, 2.5' when burdened, 12000/20000 coin load.
The Chariot is moving steadily to the north. We are traveling through a heavy forest at about 7.5 miles per day. We can travel for 10“ in normal terrain or up to 15” at full speed.
Up ahead of us, a pack of Wolves show up. The Wolves do not charge and instead they back up a bit. Two of the Wolves drop to the ground and the rest scamper off to the woods as we move directly over them.
Jacob had jumped off the Chariot to deal with them but since they do not attack, he hops back on.
We are sleeping on the Chariot in the evening, with some of the party staying up to guide it. Avuin sleeps in his armor as does Jacob and some others. As we are traveling at night over ground…
The Chariot moves along and during the night, those in the party that are awake see a blue glow through the trees in the forest. It is a steady blue glow but it is not moving.
As we get closer, we can see the unmistakable blue glow is about 17“ away. We redirect the Chariot which hums along quietly. We careen to the right a bit but it stays where it is.
Lazathu can see the blue glow coming from a cave and as we approach, the color remains blue but the glow comes from deep inside the cave. The cave goes straight back but looks like it has risen out of the earth like a hobbit hole. Inside, we can see that the floor is filled with refuse and the glowing source is 100' deep inside the rear of the cave.
WE MARK THIS SPOT ON OUR MAP.
Oriyan casts Find Traps and goes inside. He is Invisible as he goes to investigate. Fandillas also goes in from about 120' behind.
They see that it looks like a natural cave and we notice a pile of forest brambles that are poking out of a couple stacked rocks. Inside, is an angled vase from which comes the blue glow. It pulses a bit but there are no traps detected.
Avuin looks around for tracks and smells the air. He sees that there are tracks of an oversized deer, almost like the size of a moose. The tracks go into the cave but do not come out. He knows that these are the tracks of a great Red Deer.
We form a front line and Avuin steps back 30' There is a 5% chance to realize what is about to happen…
There is a 3-in-6 chance that we are surprised.
Lazathu and Avuin are not affected and Thorgard and Jacob passed but most of the rest of the party is.
We walk into the cave and step through the brambles. Suddenly, the brambles free up and sharp spikes go through the boots of some in the party. Those affected are all frozen as if struck by a Ghoul.
The ground shifts as everyone begins to slide back and forth and the EARTH breaks open. From the ground, an enormous creature arises that is partially made from brambles. The creature CONSUMES EVERYONE except for Avuin and Lazathu who were several feet behind the party!
The Surprise round is now over and Jacob and Thorgard cannot use weapons inside the creature though they are not paralyzed. Thorgard grabs Fandillas' Shocking Grasp Ring. The Sabertoothed Tigers are also paralyzed inside the great creature.
Everyone take 4 damage plus more based on their AC Type.
From the outside, Avuin and Lazathu sees what looks like a big Manta Ray creature that is completely surrounding them it has two Manta Ray-like eyes.
Avuin fires arrows into the creature and does 3 damage. The Wand of Fear is used by Lazathu and the creature is feared when it fails its save!
Thorgard can see a yellow light from inside but manages to get the Shocking Grasp Ring. Avuin charges the creature with his two-handed sword. Thorgard tries to shock it.
The creature has AC 4. It takes 11 damage from the ring. Avuin charges and hits! He does 15 damage and slices through it. Meanwhile, it also hits Oriyan and he takes 7 damage.
Due to the creature being enspelled by the Wand of Fear, everyone's form rolls out of the creature. The thing then tries to flee and goes to hide.
Avuin strikes the creature again and does 16 damage! The thing screeches with a weird humming noise and then dies!
Avuin starts searching the room for treasure. After the search, we don't see any piles of treasure but we do see a vase that is about the size of a football that is jammed between two rocks. Avuin can see inside of the vase, a wild unreal light effect like fragments of blue light that form together like a cube and then fragments into shards.
It takes 5 hours for the last person to be un-paralyzed.
Avuin gazes more into the vase and it appears to have a small world in there. Sometimes he sees a creature flying around in there like a Manta Ray swimming around. The vase is made from an unidentified ceramic material but is not damaged.
Detect Magic is cast revealing that it contains a powerful magic of an unknown type.
The creature that swallowed the party earlier was known as a MINER, from MM2. Lazathu thinks something is swimming around and the vase contains a larger area but it just appears smaller than it is.
Erasma drops an empty flask inside the vase and it falls through. He reaches in to grab it and managing to dislodge it from the rocks. The vase is 10 lbs. in weight. Erasma sticks her arm inside the vase and as she pulls the flask out it is as if she is pulling out something else. A blue light trails out, following along with her hand.
Emitting the same light that was inside the vase is a Manta Ray. It follows her hand around and swims through the air, illuminating the cavern with Continual Light. All of the light from the vase is now around Erasma and the Manta Ray. She has control over the creature which can idle in the air and she can direct it to go this way and that.
We do a thorough search of the cave but we find nothing else in the cave.
Once we return, we will gain 6,000 xp for the Chariot divided up. We return to the Chariot and decide to start heading back.
We continue on in the Chariot and encounter another cave. This time, we see that it is filled with Hippogriffs!
The party manages to kill or drive off all of the Hippogriffs.
We manage to collect a fledgling Hippogriff and a Hippogriff Egg, both of which we take to raise into mounts.
Back in High Dell, Maervahr pays 1,150 gp Upkeep. UPKEEP FULLY PAID!
For Avuin, Combat xp and Chariot xp is rewarded at 872 xp.
Jacob catches a mild skin and hair parasite. Avuin is learning Dwarvish and will finish by Dead Moon.
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