grey hawk

November 18th, 2015

Pike moves in to a narrowing area that curves around and exits in to a room littered with bones scattered amongst a number of boulders. He is 2/3 up the wall in a hole and there is a ledge above him. He can hear a humanoid sized creature is moving around up there. He secures a grappling hook at his feet and then climbs up to the ledge. He peeks over the edge and sees 2 odd looking humanoid creatures that resemble winged kobolds. There are 2 small boxes on either side of the ledge and a large boom like apparatus with manacles attached. He drinks a reduce potion and attempts to sneak past them successfully. As he moves in to the next cavernous area, it y’s and one ends at a door so he approaches it. He can hear more small humanoids on the other side and as he moves away, notices the creatures on the ledge have been startled and it appears something else has come through and is moving through the bones. He keeps moving and the surroundings become more man made. As he moves, he notices there is a door ahead. As he approaches he can see the passage opens on to a large room with 5 verbeegs, armed and dangerous. He immediately hides and moves to the door, through which he hears more verbeegs on the other side. He decides to attempt to sneak past the verbeeg he can see. He continues on and a short ways down, there is an odd looking door. He puts up a light to check it out and he hears the verbeeg begin to move his way. He immediately moves to the odd door and as he opens it, it almost feels diaphanous. He moves through and closes it behind him. This chamber is filled with oddities and misplaced items, including Kellicks lost cloak clasp. He has found the Lost Room! He hides the Demon cube and searches through the other items. He finds an unusual looking short sword (of throwing+1), a scroll(locate object), a vial(universal solvent), assorted keys, assorted jewelry, random coinage. After packing all of the stuff in his haversack, he notices the curtain door keeps moving. He moves the curtain aside and there is only wall behind. He follows the curtain around the room but seems unable to locate the exit. Meanwhile, Beltin spits acid at the demon and moves around to its other side. Obregon steps back and puts 4 force arrows in it. Sanna moves away but is nauseated as is Gonoan who stands fast. The demon steps aside and attempts to use an ability but we are not affected. Beltin hits it twice as Obregon puts 2 more arrows in it, and it vanishes. We immediately leave and shut the door behind us. Pike continues to look for an exit, and after an hour or so, pulls the curtain and finds himself back near the verbeeg. He sneaks past them and makes his way past the Urd, down the wall and back through the hole. The carrion crawlers are amongst the bones. He retraces his steps, eventually rejoining the monk. They hear a cough from behind and Pike turns, shooting twice but not hitting anything. He orders the invisible creature to show itself or the next one goes in its eye. Nothing happens so Pike tries to convince the monk to attack it for him but fails to convince him. The monk leads him back to where they met up and Pike moves up to the exit. He makes it back to Greyhawk without incident and proceeds straight to Kellicks tower. He returns the clasp and accuses Kellick of having him followed. Kellick denies it and casts a spell but nothing appears. It is in the room but he doesn’t wish to reveal it to Pike. Kellick advises him to stop worrying about every little thing and asks him which reward he chooses. Pike ultimately chooses the Fist of Emirikol and its ability to cause harm to an enemy. He gets Kellick to identify the vial for him and it is universal solvent. Pike thanks him and leaves. At the house, Natauru finally reappears the following dawn and seems to be exhausted. Nat wants a nap and a snack. Pike arrives shortly thereafter and immediately seeks out Nat who promptly shuts the door in his face. Elaine grabs Pike and pulls him away and they go out for breakfast. He puts the sword, the scroll, half the coin(250 gp), the jewelry (500 gp) and the books on the table and leaves with her. Beltin looks through the books but they don’t seem to be interesting. Elaine attempts to find out what Pike was up to and he is very vague. Later that morning, Beltin, Obregon and Sanna go shopping, ordering a number of new magic items. Eventually, Nat gets up and is puttering around the kitchen, glaring at Pike when he comes through. Sanna checks the items on the table for magic. Pike starts some shit with Natauru, and yelling commences. Pike accuses him of spying for Kellick though Nat says he was there in case he got in over his head or was betraying the party. Pike starts calling him names while Nat insists Pike is untrustworthy. Should we book them on Jerry Springer?

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November 4th, 2015

Pike arrives at the ruins and heads in to the center tower. He encounters no one and makes it to the trap door. He leaves a trail of stones leading towards it and manages to get it open using a lever. He moves down the stairs, portcullises closing behind him as he continues. He finds his way to the basilisk’s former area, passing by the large mirror we moved. He heads towards where all of the people turned to stone were but is unable to get himself lost. Next, he tries the area with the cave room whose gravity is reversed. After passing through, he comes to the fountain with the magic water. Wandering around the dungeon at random, he eventually comes across one of the monks. The monk greets him and he tells them he needs to find a new area. They know of a place but want him to give them some time at their monastery in Greyhawk in exchange. They tell him of a place where trolls seem to vanish and they are not sure how to get through. The monk agrees to give him an hour of help and leads him back to the magical fountain. They have watched trolls go in but not come back out. It is very deep and clear so Pike jumps in and sinks to the bottom. He searches around but can’t find any other exits. He looks up and notices he can’t see the monk any longer so he slowly floats up and peeks over the lip. The fountain is identical but the surroundings are slightly off. Meanwhile, the rest of the party heads down the hallway. Obregon feels that there must be some sort of magical maintenance active here preventing things like footprints from showing. Further down the hall, there is an open door with blue light radiating out. There are 7 wizards clustered around it, watching intently. We hear them talking about trying to hold something, that they think they have it but we can see they are straining. We stop at the double doors and it is labeled as some sort of library, Eldritch Magic. We think we are looking for the special collections room in order to learn the secret entrance to the room with Zagigs key. Gonoan opens the doors and we see huge bookshelves dominating this room with 1000s of volumes. We begin to look around when Sanna notices the lights blinking off, one section at a time heading around the room in alphabetical order. As the light goes out around us, our magic ceases to work and a grumbling voice asks what our business is. We tell it we are looking for a book and it asks what book. We say that we are looking for the special collections and he tells us to look elsewhere. We leave and our magic begins working again. As we head down the hall, we see other rooms with signs such as the pentagonal path, cities of red night, etc. Eventually we come to a room labeled special collections and Sanna opens the door. This looks the same as the other libraries though the books seem to be much older. We look for books about the founding of the mages guild while avoiding the areas where the lights go out. We find a couple of volumes that may be what we are looking for so we grab them and step in to the hall. These do not tell us what we want to know and we realize we should probably be looking for details about the architecture. We return the first 2 and look through the A’s. We find the Yagerne accord of 393, which details information about the construction of the mages guild. There is a passage which talks about the hidden room at the top of the ziggurat. It says to find the indigo pillar in the chamber of seven secrets, and speak his name instead of the answer to gain entrance. We head down the hall until we find the chamber of seven secrets. This room has seven stone pillars, each in different colors with a smiling wizards face projected above, each with slightly different expressions. We go to the indigo pillar and nothing happens. Sanna touches the pillar and it asks what are the other 4 worlds besides Oerth? We respond Zagig, the face says welcome and the mouth stretches to become an opening with a ladder going up. Back in the ruins, Pike looks out of the fountain and sees bones on the ground and 4 passageways leading away from here. In front of him, the hall ends at a door, behind it opens to a room, one of the others opens to an odd shaped room and the other widens and y’s. He looks in to the room behind him and there are signs of habitation, some old and some recent but nothing seems to be here currently. He checks the door in front and it opens to what appears to be an art gallery. There are multiple alcoves in here with different art in each. He is tempted but can tell that these are all trapped so he continues to look around and comes across a 3 dimensional image of his birthplace. He moves on and sees more art but finds no other exits so he begins searching. The rest of us climb the ladder and enter a strange room with some sort of magical light and notice the shadows flicker as if from a flame but no flame is evident. Along each wall of this study are 2 windows but there are no windows visible from outside. There is a large bookcase down the center of this room with hundreds of books and scrolls stuffed in it haphazardly. There is comfortable chair to one side and a large statue of Boccob almost blocks passage around the other side. We begin to search the room. The books seem to be lore collected by Zagig when he was mortal. One corner table is covered with alchemical materials and on a desk is a large bronze monkey about the size of a Halfling child. The chair swivels and a bald, distinguished looking man smirks at us, welcomes us to Zagigs chambers and asks what we are doing in this sacred ground, and introduces himself as Mordekainen. We tell him we are looking for Zagig’s key and he says he has it and is impressed that we made it this far. He wants to talk before handing it over. He pulls a foot long obsidian key from a drawer and begins to talk, almost more to the key than to us. “Twenty-seven years ago, Riggby, lord Robilar, and I released Iuz from a magical prison in the dungeons below Castle Greyhawk. We had thought to slay the imprisoned god once and for all so that he could never harm the Flanaess again, but we failed. The Old One walks Oerth once again, and no one is safe. The years since then have not treated us well. Even now, Riggby’s corpse lies at the temple of Boccob. And Robilar is… changed. A few years ago, at the close of the Greyhawk Wars, my old friend Rary betrayed me and the other wizards in the Circle of Eight. When the smoke cleared, Otiluke and Tenser lay dead, and my old apprentice Bigby clung to life by only the barest of thread. Rary’s betrayal was unexpected, though not entirely out of character. He always fancied himself a master chess player, so in retrospect, it was not surprising that he might seek to upset the board. The Circle had been struck before-indeed, it’s members had even been killed before. To prevent catastrophe, each of my wizards prepared special samples— bits of hair or flesh—from which a new version of himself could be created should disaster strike. But Tenser and Otiluke never had a chance, because their strongholds had been raided and sacked by none other than Lord Robilar, my oldest friend and companion. Robilar threw in with Rary for reasons I have never been able to comprehend, and his betrayal galled me and my associates since the moment it occurred. Rary’s defection made a certain kind of sense, but Robilar’s did not. Ironically, the journals in this very room unlocked the mystery. Centuries ago, at the height of Zagig’s adventuring career, he and his companions discovered a powerful artifact called the Orb of Opposition that acted as a key to an alternate world -Uerth, a place similar to Oerth but several shades darker. Strange doppelgangers of Zagig and his friends existed on this world, where they lived a life of villainy. Zagig and company swapped places with their doubles by touching the orb, and only after a series of great adventures did they manage to return to Oerth, imprison their enemies, and lay the orb to rest in the dungeons of Castle Greyhawk. Since Rary’s betrayal, I have become convinced that Robilar, in his exploration of the castle, somehow touched the orb and swapped places with his evil double - a being we encountered once before who calls himself Bilarro. My divinations reveal that Robilar— or rather Bilarro—has once again entered the dungeons of Castle Greyhawk and lurks there even as we speak. I once made a promise to Zagig that I would never again enter Castle Greyhawk, and I intend to honor my oath. You, however, are headed there now. You need this key get in, and I will give it to you freely on one condition. Find the Orb of Opposition. Touch it to Bilarro’s skin and return my friend to Oerth. Agree to this quest, and the key is yours, along with my best wishes. What do you say?” We agree and he hands over the key and with a swirl of his cloak, he vanishes. We search the room and discover Boccobs blessed book, manual of bodily health +2, manual of quickness and action +1, tome of clear thoughts +1 and a scroll of wish. We put them all in the haversack, besides the blessed book. Pike searches until he finds a secret door that opens to stairs which leads to a dusty room with a long corridor leading off of it. There is a desk here that he searches but finds it to be empty. He begins searching and notices footprints on the stairs that weren’t’ there before so he stops and hears footsteps on the stairs. The footprints are identical to those he saw in the forest. So he heads down the corridor, drinks his invisibility potion and sneaks back. He finds the monk moving down the stairs without actually touching them, calls out to Pike and tells him that he is being followed. Pike puts caltrops at the bottom of the stairs and gives the monk a sun rod. The monk asks what is down the corridor but pike says he needs to deal with the follower. Pike can still hear the follower on the stairs but they decide to move down the corridor anyway. It stretches a long way and ends at what appears to be a natural chimney. Pike climbs up through the rocks blocking the chimney and comes out onto a ledge overlooking a large cave. Moving down, and through the room he finds a small chamber with a rock column in the center. There are ropes hanging down and bones lying on the ground when suddenly he realizes that the ropes are tentacles and quickly moves through the room managing to not attract the attention of the 2 carrion crawlers lurking here. He hears something behind him so he stops at the exit and throws his tanglefoot . He can see that something is trying to pull out of the goop. The carrion crawlers appear to have heard it and are moving that way but don’t appear to find anything there. Pike then heads out again. The rest of us move back through the ladder, out of the chamber and back down the corridor. Where the wizards were, the corridor is now empty though the door is still ajar and the blue light is still pulsing. This room is a summoning chamber and we glance in on our way past, seeing 4 long pews and a summoning circle. A red robed female is gesturing madly in front of the flickering light coming from a demonic creature. All of a sudden, the bottom half of the woman hits the door and the creature breaks free. We take off at a run, and it teleports in front of us. Crap…

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July 28th, 2015

There is a short hallway which opens onto a medium sized room with a statue and items scattered around the floor. The statue is partially blocking the entrance and appears to be a human wizard turned to stone. The rest of the room is supernaturally dark and even Gonoan can’t see. He looks hard and there appears to be items of value among the detritus scattered about the floor. We move in to the room and begin searching, and notice another door. We find 1500 gp, 3300sp, 3 potionsM(vitality,oil of fiery burning, fumbling), ring of blinking with dwarvish scriptM, and plate mail +3 of elven makeM. Pike checks the other door and finds it is stuck so Gonoan and Beltin pry it open. We see another hallway with a Halfling thief turned to stone partway along. He appeared to be bending over to pick up some copper pieces when he was turned. There is a door at the end of the hall which opens to reveal another room with a large ogreish creature set to receive a charge turned to stone. There is another door beyond it which is stuck. Gonoan and Beltin manage to force it open and find a large room with multiple exits. A hallway and 2 doors lead off this room. The hallway leads to an empty room with stairs leading down. We start with the southern door and it opens to reveal 2 piles of bones in this otherwise empty room. There are 2 doors off this room as well. While we search the bones, Gonoan goes partway down the stairs in the other room and see a large table with chairs. There is a recent meal on the table being eaten by rats, which scatter when he peaks in. There is a doorway out as well. The bones hold nothing of value so we move back a couple of rooms and check another door. It is untrapped but a lot of moisture is present. Gonoan and Beltin open it and behind it lies a cavernous room with stalactites and stalagmites jutting from floor and ceiling with a door on the opposite wall. We notice bones on the ceiling, some of which are impaled on stalactites. Gonoan realizes the orientation of the features in this room is wrong. Obregon and Pike check the other door and behind it is a hallway that has been barricaded with a door just before it. We decide to start with the cave room and as soon as Gonoan steps in, he falls up to the ceiling taking some cuts and scrapes. Obviously gravity is reversed in this room. Beltin steps in and floats to the ceiling courtesy of his feather fall ring. Beltin spider climbs down to the other door and tries to open it but it is stuck. Gonoan manages to climb down using only his brawn and together they get the door open. There is a small chest towards the back of this room. We get to the other door in this room and force it open to reveal an empty room with another door. We get everyone across to it and find a hallway behind it. This long hall opens on to a 4 way intersection with a fountain in the middle. This operational fountain has crystal clear water. 2 other halls lead off while one direction descends via a staircase. Sanna checks the fountain for magic and scans the chest and other gear at the same time. Pike opens the chest and there is a severed orcs head with a large green gem in its mouth. Pike yanks it free and shoves a dagger in its place. The fountain is deep and clear, with necromantic and conjuration auras that Sanna believes could be either harmful or beneficial. Nat wants to pray and try to figure out what the fountain is. We decide to rest for the evening and the next morning Nat senses that this area is supposed to separate us. We decide to head down to the next level. The stairs lead down to a medium sized empty room with stairs going up and another door which opens easily. Beyond it is a medium sized room with some melted troll remains and two more doors. We pick through the remains and find nothing of real value. We inspect the southern door and Pike finds a trap on it. He manages to disable it and opens the door, revealing a short hall to another door. The next door hides irregularly shaped 2 rooms, empty but for some bones. There is a hallway leading off that goes to a 4 way intersection. One way is a long hall, another is a door and the 3rd goes to the room with the oversized table. We check the room first and Obregon can tell that some armored trolls have been through here recently. The tracks lead back the way we came and the only other exit is the stairs back up. We move back and go down the other hall, and take the first door to an empty room. So we head to the door at the other end and we hear what sounds like a number of armored trolls on the other side. The door appears to be easily knocked down, so Beltin steps up and kicks it in. Right in front of the door is a deep chasm before this fairly large room with a table at the far end and a door. There are 10 armored trolls and one human in purple robes with silver stars in this room. Sanna drops a lightning ball on the room as Beltin spits acid; shock and burn! The wizard attempts to cast a spell on Beltin and then flees the room through the other exit. Gonoan jumps across the edge of the chasm, avoiding a hit from the first troll and chopping off its left arm in exchange. With a roar, the troll hits him back with a swipe of its claws. Most of the others move forward, one of whom attempts to hit Beltin but can’t get through his armor. The ones in the rear shoot arrows at Beltin but all miss. Pike hops over behind Gonoan and lines up his shot. Obregon fires off 6 shots, hitting twice. Damn trolls!

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October 21st, 2015

We get through the other portcullis with the blink ring and make our way to Greyhawk unmolested. We arrive around midafternoon and head home. We split up the loot and Gonoan and Beltin move out to sell it. Sanna goes to the Mage’s Guild with Elaine and Natauru and has them look at the sword. They recommend taking it directly to Bigby for the best answers but he is not in at the moment. The dwarves keep it and study it for a few hours. In the meantime, she does some reading in their library, practices skills with other warmages and chats with an air elemental. Pike and Obregon head to the Thieves Guild to meet with Tiira. She arrives after a while and greets Obregon warmly. They relate what we found in the tower and ask what the city is saying about the impending attack. There doesn’t seem to be any immediate signs of it happening. She appreciates the information and tells them she has things to handle. Kellick has a task for Pike if he is willing. She then requests that he stay away from the church of boccob and the funeral of rigby as he is disruptive. So they split up, Obregon heads home and Pike goes towards Kellicks tower. After disposing of our treasure, Beltin and Gonoan proceed to the church of St. Cuthbert. There are a lot fewer people around now. Eritae sees us and greets us warmly, providing food and drink. We share our adventures and she questions us to her satisfaction. She shares that they have not discovered any new cultist cells and that church of boccob is being very secretive about the funeral plans. She thanks us and we go home. Pike arrives at Kellick’s tower and is escorted in to the sitting room by Arodotus. He looks around and see 3 domes under glass. One has a sack with something in it, another has a globe with mystical symbols and the third is a spiky evil looking cube. Kellick arrives after a short while and comments on the newer items Pike has acquired. Kellick wants a favor and asks him to dispose of something that is very dangerous. He wants Pike to lose it without getting lost himself. It is a cursed item that needs to be left where it will be hopelessly lost. It is called the demon box that once opened will allow unlimited demons to enter the world. There is a room in the ruins called the lost room where everything lost in the dungeon eventually ends up at. He needs to get lost in the tower to discover this room and then leave the box there. Kellick says lost a gold cloak clasp some years ago that may be in there and would appreciate having it back. He offers one of the other 2 objects as a prize, a deck of many things and the fist of Emirikol. Pike agrees and immediately leaves the city for the ruins. As he leaves, he makes a scene at the gate on his way out. Sanna returns to the guild and learns that a number of major figures went to the tomb of Halmadar the Cruel and were all killed. The big players were brought back to life but the sword likely belonged to one of their cohorts. She meets the rest of us at the Green Dragon Inn. As we approach the bar, Gonoan tells them to give a free drink to everyone in the bar which earns him some huzzahs and thanks. Sanna looks around, sees Tenser and finally finds Bigby talking to Kellick which raises our eyebrows. Sanna approaches and shows the sword to Bigby who asks to look at it. He says it belongs to a friend of his and he would like it back. Sanna would like a reward, actually a favor, and requests access to the secret room in the mage guild. Bigby says that if the room existed it is not in the building she is thinking of. Bigby offers to see what he can do to help and asks what she would like in exchange for the sword. She wants to ask the rest of us. Kellick leans in and asks where Pike is. She responds that he was last talking to him so he should know. Kellick says he asked him to do a task but didn’t expect him to go so soon. He then excuses himself. Pike is walking through woods and hears someone following him. He hides and hears some rustling. He believes it is someone of small stature like himself and has a general idea of where it is currently but can’t see anyone despite feeling that he should. It climbs a tree and Pike determines that it must be invisible or something similar. All of a sudden, he hears it take off down the road at a run. Pike continues on, moving silently. At the Green Dragon Inn, we talk to Rikard while Sanna talks to Tenser, both sharing our adventures. Sanna attempts to convince Tenser to tell us about the secret room and give us access. He says that it is not in his abilities to access. He will try and see what he can do and then leaves. sAnna does give the sword to Bigby without asking for any more reward. The bar begins to lean towards dead drunk so we go home. On the door is a note with a door symbol outlined in silver, a purplish column beneath it and Zagig written below that. Gonoan opens the door and closes it, suddenly there is a shimmering door shape hanging right in front of him. He sticks his hand through and Beltin pushes him in, and follows behind. There is a bed, dresser, table with 2 chairs, a few books and another door. We all enter and Sanna says it looks like a study room from the wizard’s guild. Nat says he doesn’t like it here and runs out. We look around and have Elaine hold the door open. Gonoan opens the other door and there is a hallway with other doors identical to this one as well as a couple of double doors. Is Zagig’s key behind one of these doors?

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October 7th, 2015

Pike climbs the statue while Nat counsels that at least some of us should move outside the room and shut the door. Pike examines the head and gem but finds nothing odd so tries to remove the gem and a burst of magical energy surges through the room but there is no perceivable effect. The statue begins to move so Nat casts prayer on the room, and Beltin scoots over and hits it with acid. Pike tumbles off its back while Sanna teleports a few feet away and hits it with an electrical orb. Obregon hits it with 4 arrows and Gonoan moves up to hit it but misses. The stone golem swings twice at Pike, hitting once. Beltin breathes acid at it again, Pike misses with a bolt and Sanna finishes it off with some more electrical orbs. It crumbles to rubble but we are able to recover the somewhat damaged large emerald eye (500gp). We shut the door and search the room. Pike discovers a secret door in the wall behind the golem. He manages to get it open and it reveals a small room with a chest opposite the door. We search the room and find nothing else. Pike checks the chest and opens it, revealing coins, gems, and an exquisitely crafted sword +1, neutral alignment with “enchanted by Bigby for elvish prince, Elibriel”. Beltin picks up the sword and feels a wave of weakness flow over him and immediately drops the sword. Pike picks it up and feels nothing. Sanna feels its probably about 30 years old. Beltin continues to dig through the chest and finds a scroll in a case. There is 1000pp, 3000sp, and 3 gems. We move back to the room the snake was in and go through the other door and find a small storeroom with several clubs and other rusted weapons. We search the room and find a secret door. Pike is able to open it and finds a small passageway with no other obvious exits. He finds another secret door and it opens on to the room with the dead Cyclops. We head back toward the fountain and go north. This passageway has a door to the right a short ways down and one on the left near the end. The first door opens onto an empty room with a passage that leads to a stairway and another door. The door opens on to an odd shape room with some stairs going down and a passageway. The stairs lead down towards an area we have already explored. Obregon looks around and can tell trolls and a human have been through here. The door leads to an empty room with another passage that dead ends. We find a secret door which appears to have not been opened in a really long time. Pike figures out how to open it and see evidence of an epic struggle between a human and a giant unidentifiable creature whose hands are wrapped around each other’s throats. There is something about the room that seems off so Sanna detects magic and senses a strong aura of illusion. Sanna steps in and the battle comes to life as this huge magical creature appears hale and hearty. The door has vanished and the rest of us seem to be gone. She is able to see through the illusion but not before an involuntary stream of urine runs down her leg. She warns the rest of us to stay out, takes Pike’s goggles of minute seeing and searches the room but finds nothing of interest. We return to the hall from the fountain and go to the door at the end, behind which is a room with a door and passageway which leads back to the room with the stairs going up. We open the door, smell smoke from an old fire and see 4 straw mats belonging to some hobgoblins. There is a door across the room that appears to be frequently used behind which is a crude stone altar with a crude wolf head above and it is covered in blood. The items of value have been removed. We decide this is enough humanoid movement that should be reported so we go to the room with the stairs. There used to be stairs down but they have been filled with boulders and rubble. There are caltrops scattered around this room but nothing else of interest. We head up the stairs until we are in familiar terrain as these are the stairs we used to first come down in to the tower. The portcullises are still down so we use the blink ring to bypass them. After we get through the first, we come across a ghost that appears to have been a fighter with a bastard sword and short bow. Gonoan sets himself on the landing as Sanna casts a flame strike at it which it ignores. Beltin steps up and breathes acid at it which does appear to hit. The ghost moves up to merge itself with Gonoan whose attack goes off but passes through. He gets another swing but still cannot connect. The ghost merges itself with Gonoan and asks if we shall continue our way out of the dungeon. Natauru manages to cast it back out and it flees up the stairs. Let’s get out of here…

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September 23rd, 2015

Sanna moves up and hits the remaining 3 rust monsters with a lightning bolt, killing them all. We hear more of them coming from the door behind Sanna. We ready ourselves for them to enter. As the door swings open, Obregon hurts one, Pike misses another, and Beltin hits them all including Sanna with acid. They attempt to attack sanna’s armor but miss. Sanna then blows them up with a lighnting ball. We finish searching the room and find 5 gems(1000gp, 10gp, 2×50gp, 100gp). We peek out the 3 other revolving doors and see short passageways, 2 of which end at revolving doors and the other goes to a t junction. We head towards the t junction and see both directions run 20’ to revolving doors. We peek through the east door and see a room filled with detritus from adventurers and monsters of no value that was likely thrown here by the orcs to appease the rust monsters. There is a revolving door in the far corner which likely leads back in to the orc warren. We go back the other direction, open the door and see a similar room with less debris but no exit. We find nothing of interest in this room so return to the main room again. We take the next door and find another room much the same; again with nothing of interest. We return and go east and find a slightly larger room with a broken chest and an intact table. There is a door in the east wall and passageway to the west. The passageway goes into another room which does contain humanoid remains. The door opens to a passage that ends at a barricade. The other room is mostly empty with a passageway to the north. After 10’, there is a passage to the east that opens to a room. We go in there and see another passageway which quickly ends at a barricade. We go back to the main passage and continue north until we enter the room from which we started this area. We end up back at the original barricade and head away from it down the other passageway. We come to a door we have not gone through, but hear noises from the off the previous room. Gonoan thinks it some version of giant. While we decide to check it out, Pike opens the door in front of us and there is a magnificent glowing sword embraced by a giant snake. Sanna attempts to hit it with an orb but misses while Beltin kills it with acid. This room has another door and several decomposing bodies near it. The glow from the sword is fading leaving a +1 longsword (small) that glows when held. We search the room and find nothing of value but hear something large is trying to move towards us quietly. We move back to the previous room and move to the door concealing the noises and Gonoan opens the door. There is a giant with one eye in this large room and we can sense there are others around the corner. Sanna drops a lightning ball in the room. Beltin hits it with acid while Obregon puts an arrow in its eye, dropping it to the ground. Pike moves forward and hides. Three Cyclops move up and look down the hall at us. Gonoan charges the closest, accepting a glancing blow from its club on the way but getting in a vicious chop of his own. Sanna drops another lightning ball, killing one. Beltin runs up, accepting a glancing club blow, but hitting him back. Obregon puts arrows in the same one while Pike puts a bolt square in its chest. Both Cyclops attempt to hit Beltin twice but fail to connect. Gonoan hits the other with his axe twice. Sanna finishes them both off with magic missiles. This room has another door recessed in the far wall. There is a small fire going and straw pallets, 46 gp and a gem worth 7gp. We check the door and it appears to be better made than most and it is stuck. Gonoan and Beltin manage to force it open. This room is a large, round and magically lit room with a large statue of a Cyclops-kin in the center whose eye is a large gem. There are many bones scattered around this room. Sanna finds magic auras all around this room, including the statue and walls. Pike walks up to the statue and walks around it, looking closely but finds nothing hinky. Sanna moves in and examines the statue, and discovers it is a stone golem but it has not activated. Pike searches the base of the statue and believes it is sculpted and not petrified. He is eyeing the gem in the statue with obvious greed…

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September 9th, 2015

We see a handful of orogs and a lot of orcs approaching from the next couple of rooms. Pike leads off by putting a bolt through an orcs neck and Beltin melts the remaining 5 in the first room. Obregon kills 2 more after climbing the barricade. Sanna climbs over and kills 2 with magic missiles while Gonoan climbs over and moves in to the first room. The remaining 3 orogs move up and throw javelins at Sanna but can’t seem to hit her. The orcs move out of view while Nat climbs over to our side. Pike puts a bolt in one of the orogs while Beltin runs up and hits another. Obregon finishes off the 2 damaged orogs and injures the last one. Sanna moves up behind Beltin, pats Gonoan and tells him to have fun and proceeds to do nothing. The orcs start retreating but 4 of them do stop to toss javelins at Gonoan though only 2 hit. He shrugs it off as if it ain’t nothing but a thing. Natauru warns us in an ominous voice that there are a LOT more orcs. Pike hits another orc with a bolt while Beltin runs up into their midst. They have no weapons in hand so don’t try to hit him on the way by. Obregon moves up to where he can see and Sanna kills another one with an ice knife. Gonoan charges and kills another and the rest attempt to flee while drawing their weapons though 2 fall to Beltin as they try to pass him. We are now faced with a closed door and the hall that the remaining couple of orcs flee down. Pike moves up to join the group while Beltin catches up to the running orcs, taunting them as he goes. Everyone else moves up and the orcs try to hit Beltin but fail so he kills them each with a single blow. We go back to the door we saw previously which Pike proclaims is safe. It opens on to a medium sized room containing straw pallets and the remains of partially eaten animals. It smells overwhelmingly of orc and refuse but contains nothing of obvious interest. Gonoan and Beltin move to keep watch as Pike and Obregon begin searching the room but very quickly we hear hordes of creatures moving at us from both directions. Pike moves up next to Beltin who moves up and breathes acid on the oncoming horde, killing 7 orcs and injuring 3 orogs. Sanna moves towards the other group and casts a blade barrier around herself though she is now in the dark. Nat yells no and runs up behind her. Some of the orcs move up and throw javelins at Sanna but can’t seem to hit her even though she can’t see. The orcs from the other side try to swarm Beltin though he manages to kill 4 of them as they do so. One he hits so hard, his morning star gets caught in its spine and he uses that corpse to crush the head in of another. Obregon uses his arrow storm to kill 5 orcs and injure 2 orogs. The orogs move up but don’t get any attacks off. Gonoan charges an orog and attempts to knock it back but actually bounces off of it. Pike hits an orc with a bolt, Sanna blasts 11 with electricity and Beltin kills 5 with acid breath. The last 3 on beltin’s side swing at him but miss and then try to run away but fall as he hits each of them. There was one still at the barricade, who looks scared and runs away. We finish searching the room but find nothing so we keep going even though we can hear orc noises somewhere off in the distance the way we came. As we move down, the hall opens into a large room with a couple of doors and a passageway. This appears to be their lair. It is deserted but it seems they just left down the passageway. We check both doors, one of them is a largish empty room with a barricaded exit across from us. The second door leads to another hallway with a couple of doors that open into family living areas. We go down the passageway in to another room with a door and a hallway. Behind the door is a slightly nicer bed room with nothing of interest but there is a secret door. Pike gets it open and it is empty for which he wails his frustration. We continue to follow the orcs and begin to see evidence of rust monsters on the floor. We come across a door that appears to pivot on its center. Pike checks the door and pivots it open revealing a room with nothing but wood and cloth and rust and revolving doors in the center of each wall. Booted foot prints have passed through here somewhat recently as well as rust monsters. We begin searching the room and begin to hear insect like chittering in the distance. We begin readying for battle, Pike hides and Beltin climbs on to the ceiling. The door opposite us opens and 4 rust monsters begin coming through. Sanna hits one with a ray while Obregon finishes it off. He then puts 2 arrows in another. The monsters come in and gang up on Obregon. They manage to dissolve his armor and mace. What will they eat before we stop them?

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August 27th, 2015

The hallway ends at a door left open by the minotaurs. This is obviously Jhinjahr’s treasure chamber, with a large chest near the back of the room. Pike picks the lock but a fire trap goes off giving him some 3rd degree burns. The chest contains 2 jeweled rings, spear+1, trident+2sm, shield+1, long sword+1, 2450 gp, 6790 sp, 3300 cp. Next we head back to the room where the wizard was killed and open the other door. This 30×30 room appears to have been inhabited by a bunch of trolls but otherwise is empty. There is another door we haven’t checked yet to the south and we approach it warily. It is unlocked and opens to reveal a (surprise, surprise) 30×30 room. There is a large gold statue in this room which has been melted and chipped at enough to make it virtually unrecognizable. There are also 3 unarmored humans in this room who appear to be meditating. They are monks of Zuoken. Pike calls out “so you’re evil monks” and they reply “what would it matter if we were good, evil, lawful or whatever.” We ask their intentions and they say they are here looking for their lost god and to recover treasure. They don’t intend to attack people who aren’t aggressive. They have laid claim to this idol but not anything else. Obregon sketches them up a quick map of the level and offers it to them. In thanks, they tell us that to the southeast there are a number of rust monsters. They also let us know that they have encountered a couple of Cyclops, and giant snakes up above. We go off to the secret door with the stairs leading down and they open on to a long hallway. As we move down, Obregon figures out that the wizard has been down here and back recently. Ahead is a pile of bones. Pike and Obregon move up and examine them, discovering a portcullis in the ceiling. The bones have no items, indicating their gear has already been removed. Pike discovers a trap but springs it accidentally, dropping portcullises on both sides of the bones. We lift the first one, pass under it and let it drop. The second won’t budge and now the first is stuck as well. Pike blinks out past the far one and searches for a mechanism to open them. After a short ways, there are stairs going up. He suspects it may be at the top of the stairs so heads up and finds a secret door. He manipulates the mechanism to open the door and sees an empty room with passageways to the north and south but no way to open the portucllises. He comes back to the party and we all blink out. We go up to the room with the north/south passageways. To the south is dusty and rusty while to the north is a door. We head north to the door which opens to a hallway going east and west. One way is blocked by an improvised barricade behind which we believe something is hiding. Pike calls out to it but it doesn’t respond. Sanna calls out in draconic to no response as well. We see some spears poking through and moving slightly. Beltin begins walking towards them as we hear a noise behind us. There are 4 rust monsters moving up the hall towards us. Pike bolts towards the barricade while Obregon casts entangle catching most of them. Sanna drops a firestorm on them, destroying them instantly. We head back towards the barricade. We believe they are orcs and Obregon can tell there are only 2. Pike runs up, jumps and grabs the top of the barricade, pulling himself up on top. Beltin climbs up the wall, across the barricade on the ceiling and melts them with acid. Beyond appears to be a series of chambers and what sounds like a lot more orcs. Time to play.

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August 11th, 2015

Sanna drops another lightning ball over the back half of the room while Beltin jumps across and trades hits with a troll. Gonoan hears some chanting from where the wizard ran away and then kills the troll in front of him. 2 of the trolls move after the wizard. Beltin gets hit once and Gonoan gets missed and the others move up closer. Obregon uses arrow storm and hits 4 of the remaining 7. Sanna jumps across, accepting a claw to the face in order to cast shout, killing 3. Beltin breathes acid again killing another. Gonoan chops down the one in front of him and then takes off after the wizard. One troll charges Gonoan and hits him while the other hits Beltin twice. Pike hits the one on Beltin, square in the chest. Obregon finishes off both of those remaining. We all move towards the passage that the wizard escaped down. It turns out to be a large room with doors on the east and west walls. The one to the west has a mechanism near it. Pike finds nothing hink so Gonoan opens the western door. It opens onto another large room with a door to the south which is just closing. Beltin spikes open the first door while the rest of the party moves up and opens the other door. This leads us back in to the room with the dissolved trolls. Tracking leads us through the south door. Gonoan goes through first and gets slimed. We try to remove it from him as it begins to sap his life force and using a combination of hand weapons as scrapers and Pikes mage hand, we are able to remove the slime. Nat and Beltin team up to cure the damage it caused while Pike listens at the door. He doesn’t hear anything and Gonoan opens it. Obregon sees that the wizard and trolls are heading back to where they started so we retrace our steps and as we get to the door with the mechanism, we see a troll arm closing the door. Suddenly, the floor tilts and we are sliding toward a wall of spikes. Everyone but Beltin and Obregon slam in to it as they manage to find hand holds. The door reopens and one of the trolls appears in the doorway. Pike climbs back up the slope and hits it with a bolt. Beltin moves back up and spits acid, hitting both trolls and the wizard. Sanna tosses a lightning ball in to the room, dropping all of them. We climb back in to the room and loot the bodies. The wizard has 2 rings(regeneration, prot +3) and each of the trolls has a ring(fire resistance). We search this room and find the other door is not trapped but has been heavily traveled by trolls. We then check the room with the pit and find this door not locked either but has only been traveled by the wizard and a 2-legged hooved creature. The room through here has another door opposite and open doorways north and south. Gonoan hears people moving up towards the door on the other side of the pit and we can see some flickering torchlight coming closer. Obregon finds some tracks which just lead to a wall in the south room and then stops. Pike finds a secret door and figures out how to open it. The approaching people appear to have gone a different direction as the light vanishes. Through the secret door there are stairs going down. We go back and open the door to the east and see 2 plush chair and several tablets. Sanna read the tablets and they are from someone named Jhinjahr and details what he is doing (watching adventurers die in a trap, needing to get more gold from the idol). Obregon finds a secret door in the south wall. Pike finds the mechanism to open it and we hear some sort of noise coming from the other side. Gonoan opens the door and we see 2 minotaurs growling at us from down a long hallway. Obregon fills the first with arrows, killing it outright. Beltin spits at the second one with acid while Sanna hits it with an orb. Gonoan charges it and kills it with his axe. Was that too easy?

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July 14th, 2015

Gonaon, Beltin and Obregon attempt to move the item but manage to topple it on themselves. It turns out to be a huge steel mirror. After dusting themselves off, there is a corridor heading off behind here. It goes down a ways and turns. As we move into the next corridor, there is a statue of a troll down the hall that looks very lifelike as if it had been turned to stone, not carved. We all look at our feet except Obregon who watches around and as we move up, he notices a stone wizard on the right facing a crack in the wall that appears to have been dug out. We continue to move forward and when we pass the troll, Pike moves 15’ ahead of the rest of the party. He is near the wizard and can see the crevasse goes back about 20’ and there is stone bugbear here as well. At the back is a pile of rubble which appears to have been built up to block the way. We decide to not mess with this and keep going. We pass another stone troll and a sign which says “Danger, do not enter”. Obregon notices that the trolls were moved to their current position by someone else. After that, we come to a 4 way intersection that looks familiar but we can’t be sure. So we head down the passage we believe goes towards the tower of magic until we come to the troll lair in the ceiling. We decide to head up and go through the hole that the baby trolls escaped in to. Obregon, Gonoan and Beltin take reduce person potions while Pike removes his armor. Sanna and Nat are going to stay behind. We move down the passage and it gets very narrow and turns. We begin to smell troll and hear noises that make this seem to be a major troll lair. We move to the end of the tunnel and look out. It is a large cavern with ledges along its walls. There are shapes moving up and down from the ledges. There are 5 she trolls, 5 teenage trolls and a number of younger ones living here. We decide to move back before our spell wears off and then head back the way we came. After returning to the stairs, we move down to the 8th landing and find a piece of parchment on the wall that looks to have come from someone’s journal “wandering now for over a week. I’ve decided to take my own life before the undead eat my soul. If you have come this far, you are doomed, sir, doomed.” We move down past the 9th and at the 10th see another note on the wall. “O St Cuthbert, hear me my body is failing this cursed disease. Please take my spirit from this horrible place. I beseech thee, end this nightmare”. We keep heading down and around the 11th landing, Sanna detects strong conjuration magic here, but is unable to determine why. We keep going as the air starts to get stale and weak. After 9 more landings without finding anything, we go back up and find ourselves only having to go back up 5 to reach the 10th landing again. This must be some kind of magical trap to prevent adventurers from going any further. We begin searching the area from the 10th to 11th thoroughly, hoping to find a cause or way around this phenomenon. We are unable to find anything to help. We go back to the 3rd landing and the hallway that the trolls were in to rest. We heal up and set our watches. The evening passes uneventfully. In the morning, we decide to head back to Greyhawk to gear up but decide to stop at the crevasse so Gonoan can try and see what is beyond the rubble. Before we reach the first stone troll, however, Gonoan spots a thick bodied reptile with 8 legs and glowing eyes. He immediately moves up behind the troll. Beltin yells out to see what is going on and then moves up beside Gonoan behind the troll. Pike hits it dead center with a crossbow bolt while Sanna drops a lightning ball on it, killing it. We go back in to the crevasse, find the creature had burrowed out and we finish opening it up. We can tell that at least part of the rubble is from stone creatures and humanoids. On the other side is a strangely dark room. There are several stone adventuring types in here and there is a door and a passageway out of this area. In the passage is a dwarven warrior turned to stone as it was turning to flee and another passageway beyond him. Pike checks the door and opens it to see…

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