Adventure 49

Kavis – Dwarf: Fighter
Othello – Gnome:  Thief
Gubikla – Gnome: Magic User
Bone – Hauman: Fighter
Hammar – Dwarf: Cleric
Pete – Dragonborn: “Real” Cleric
Mightychondria – Half-Orc: Fighter

 

Did Cloverdung get screwed by a giant?

 

Pete cast dispel magic on the door.  This appears to disarm the magical trap that protecting the door.  Gubikla cast knock on the door and mechanical grinding and then the door stands quite.  Othello is sitting on the ledge above the door.  Bone walks up and pulls open the door.  It swings open freely without much effort.  The open doors to reveal a long hallway that leads down farther into the depths of the underground.  The party head into the depths with Bone’s sword acting as a torch.  

About halfway down the party comes to long narrow room that follows the hallway and is lined with suits of plate armor.  The party detect that this is a trap but can’t determine for sure how it will be activated.  They come to the idea of sending the old man they rescued down the passageway.  Pete gives him a mace and Kavis gives him torch.  The old man is hesitant to go but the party finally convince the him to go across.  The old man starts running across and without any of the armour activating, and no other traps going off. The party is amazed.  They are also dumbfounded that the old man does not stop running once he reached the other side, but keeps going out of sight. The party is now debating what to do now. Mighty says he is going to run across.  The party agree to just run across with him. The gomes are the only ones hesitant but don’t really get a choice as the rest of the party head across.  The gnomes make about halfway across before the suits of armour start moving.  The rest of the party makes it across with the dwarfs just making it before a pair of armour step out blocking the hallway.  With the gnomes trapped in the middle the party reluctantly turns back to fight the mechanical suits of armour.  The party is able to destroy the mechanical beings and save the gnomes.  Othello is even able to recovers some relatively unscathed gears, springs, and other mechanical parts he could tinker with in building some of his contraptions.  The others were able to recover some gold plated mechanical parts as well as some solid gold ones.Once all of the valuables have been scavenged the party moves forward.  

The hallway comes to a giant cavern where the path is now somewhat a bridge across the cavern.  It starts off with stairs that lead down to a small circular landing and then continues with stairs that lead down on the other side.  The party pauses at the top of this cavern anticipating some type of ambush that will befall them.  Plus the thought of what happened to the old man crossed their minds.  Without much choice and no way to avoid what was coming the party ventures down to the circular landing.  Just as the party gets to the landing a light appears off to the side of the cavern.  This light is acting like a spotlight that reveals a sphinx and the old man standing next to it.  The sphinx speaks to the party to hold and not attack as she is there in peace and in fact want to help if we agree to help her.  The party hears her out and Hammar agrees to help so she gives him a amulet that the wizard of this place gave to the sphinx to not only keep tabs on her but to allow her to bypass the traps in the passageway ahead.   She tell us of a wizard named Relic Doom Snake that has her mate captured and held somewhere below.  Thus making her obey his commands.  She believes that we can free her beloved and for that she gave us the amulet to help us make it passed the trap corridor.  She then ask if anyone not battle ready need to leave.  The rescued lady agrees that it is best that she go as well.  With that the Sphinx, Old man, and the lady disappear.

The party now heads farther down the passageway with Hammar at the lead as he is the one with the amulet.  It is not long before the party sees a magical glyph floating in the air.  It seems to be glowing as well.  The party hugs the wall and steps around the glyph being sure not to touch it.  The party sees another one not to far down from the first glyph.  But this one seems a little bigger then the first.  The party again avoids touching the glyph and passas around it.  This happens several more times to the point that the large party members won’t be able to avoid it when passing by the side of it.  Othello searches and determines that it is a pressure plate in the floor that is trapped and assumes that as long as that is not triggered the glyph is just pointing the trap out and won’t trigger the trap.  Hammar and the others don’t push their luck and crawl under the glyph to avoid touching it and of course the avoid the pressure plate as well.  The party now comes to the end of the hallway that is a dead end except for a manhole sized opening in the floor that leads into a room below that looks to have one exit that is covered by a thick tapestry.  In the corner of the room is a small bell on a stand.  

 

COD = the Old Man

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