Session 01/19

After inspecting the strange glass embalming room, the party proceeded to the door at the end of the hall. Aenin discovered that if he stood a certain way and held his bastard sword at a certain angle he gained d12 hit die and got other awesome abilities (took one level in Warblade). Silas checked for traps and, as with most doors throughout this place, it was trapless. Inside they found a large wooden block with a deep grove running along the top. Across from that, slumped against the wall were the headless skeletal remains of some humanoid. The walls of this small room were riddled with caches, like a tomb or mortuary. Silas, on a whim, decided to look up and see how high the ceiling was. It was at that point that and undead elf wielding a greataxe dropped from his perch and attacked the party along with a pair of vargouilles (sp?). Thanks to Silas the group was not caught unawares. and they made short work of the foul beasties. The group then proceeded to the end of the perpendicular hall which led to a spiral stair (down). Deciding to leave the stairs for later they checked the last room of the level. As soon as Silas got close to the door he felt unearthly cold (2d6 cold dmg). So, the group decided to back away from the door. However, there came a loud banging from inside the room and the door slid open to reveal a bleakborn. There was much consternation and confusion in the resulting battle, seeing as how this thing just wouldn't stay down. Percival, using the tutelage of Kelemvorian undead hunters to his advantage, deduced that throwing the bleakborn into the waters outside would effectively disable the brute. And so, after some small combat and running, they were able to accomplish this plan. The bleakborn became an iceberg.

After licking their wounds (with the help of Helios' wand), they proceeded down the spiral stairs. They immediately spotted a figure at the end of the small hallway, standing in a circular tomb area. Silas recognized him almost at once as the man he was after and, deciding to leave the questions for the corpse, sent an shot his way. The missile bounced of of the hooded man's wards and he disappeared…

After the hooded figure disappeared an undead bugbear promptly appeared right in front of Percival. The following round, a pair of orc skeletons entered the hall to engage the PCs as well as another bugbear zombie, appearing as if out of nowhere. After a few rounds of battling undead, Ozimander noticed the shimmer of silver dust from the tomb at the end of the hall. Silas entered the small circular chamber and saw, to his horror, a very large undead gorilla with four arms hanging from the tomb walls and grinning at him menacingly. He felt a sharp intrusion in his mind as something assaulted his psyche (2d10dmg!) and retreated back into the hall shortly thereafter. The hooded man reappeared the following round and aimed a wand at the Girallon Juju Zombie. A sickly green arrow streaked from the end of the wand and struck the girallon, eating away at some of its rotting flesh. Eventually the girallon made its way to the center of the room to assault the PCs with its strange mental attack. The PCs managed to surround the beast and, strangely enough, were aided by the bugbear zombies who, rounds ago, were trying to pummel them. Percival noticed that the girallon was only attacking with two of its arms, keeping the other two crossed over its chest. Behind those crossed arms the PCs noticed a canopic jar like the ones found in the embalming room…

Viscous rounds of battling the Undead Girallon were weathered well by the PCs. The Girallon's attacks seemed to focus more on power than accuracy. However, the mental assaults, when they hit, were bad. Eventually the group flanked the Girallon and took it down. The PCs pried the beast's arms from across its chest and the jar flew out of the cavity to hover above them. After a few more mental attacks from the Brain in a Jar and some less than effective arrows from Silas, the Brain tried to make a break for the stairs when another sickly green arrow shot from the shadows to strike the Jar square in the base. The brain died (again) and crashed to the floor. The hooded figure sheathed his wand and held up his hands in a gesture of apparent surrender or 'non-threat' and in a thick cockney accent began slyly bartering/bantering with the PCs. He was, without a doubt, the man Silas was looking for and with that confirmed Oz attempted to grab him to tie him up. Immediately after touching him, however, Ozimander went limp and fell to the floor. "Shouldn'ta done tha'", said the man with his arms still in the air. He said Oz, who was still breathing, would be fine in a bit. And began bartering for his life and well being. Percival, being the noble knight that he is, took the sign of surrender and went by his book demanding no one outright kill the man, though he did take issue with the undead bugbears he was calling in battle. Haspar, as he introduced himself, showed the PCs the hidden cache in the room containing the Grail of Shargrailar and some very pricey baubles which he offered as payment for Silas's dead comrades. Still, taking no chances, the PCs carefully tied Haspar up and rummaged through his belongings. After the search the debate started on whether or not to dispatch the thief. Haspar promptly pipped-up with the offer of some very valuable information in exchange for his life (and gear). As it happened, the Brain had dominated Haspar shortly after his arrival and was using him to sneak around the towers invisibly doing recon. Haspar certainly had useful info on everything you could imagine in this small demiplane including; who's here, who's in charge, how to get out, traps, secret doors and the like. In good conscious, the PCs couldn't kill the man after giving up such useful info. So they gave him back his gear (minus the wand of summon undead) and conscripted him to help with their objectives, first of which being the search and rescue of Duladora Trameldor. On this issue Haspar had a nice little tidbit of info. It seemed Duladora was being held in the eastern tower by the orcs at the bottom level. Incidentally, there was a secret door leading to that level from the sea outside. This gave the group a chance to circumvent the army of orcs and get straight to Duladora. There was however a chance that someone might be on that level and if so, more would certainly show up after hearing combat. So aiding in the crystallization of the plan, Helios scribed a pair of silence scrolls for the Silas to use. The swim to the eastern tower was long and straining, however, those lagging behind found unexpected aid from a water elemental long ago bound to help those who had fallen into the sea from the bridges above. The group (Silas, Ozimander, Percival, Aenin, and Haspar) eventually made it to the secret door at the eastern tower and crept in. Silas took a moment to cast silence from one of the scrolls and they began their search. From out of the water came the silent assault of some undead aberration. It had three pale yellow eyes a snakelike body three spindly arms and membranous wings. It tried to pummel the fighters who made quick work of the monster. They made their way to a doorway in the back of the chamber, and after searching for traps, they opened it to find a very frightened Duladora. Oz rushed to her and comforted her (incomplete silence of course), and the group left with the rescued shortly after. The swim back was no less staining because of the additional person needing aid. However they made it back eventually. Once Duladora composed herself and caught her breath she stammered something about there being a Yochlol in the eastern tower. It was here that the group was left to plot again, with their newfound information…

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