Wednesday 13 March 2024

Quantity over quality

I had a recent Swords & Wizardry session that really demonstrated the importance of quantity over quality in high-level play. I was running a heavily modified version of The Hulking Abomination, a Level 6 D&D 5e adventure by Elven Tower and Victor Escalante. As a 6th level D&D 5th edition adventure I had to make some changes to get it to work for 12th level Swords & Wizardry. I just adjusted the statistics of the two main adversaries. I made the single Umber Hulk a 14 HD abomination and I increased the number of wolf spiders and made them 8th level. I also created much larger maps to allow for the increase in the number of monsters. The umber hulk was no match for my party of high-level players. But the wolf spiders decimated the characters. Two of the characters failed saves on lethal poison and had to be teleported to a nearby church. The players had to retreat and come back a few days later when they had recovered. The Wolf Spider ambush was a lot of fun to run as a GM and the players also had a lot of fun.

Session 153: The Hulking Abomination

Lakima (human magic-user), Eathwund (human fighter), Grasshopper (human monk), Domago (human cleric NPC), Brovin (human thief NPC), Aelshara (half-elven fighter/magic-user NPC).

The members of the Company of the Black Dragon return to their home in Edgerton aboard their flying ship the Cloudstealer.

In Edgerton, Lakima introduces Aelshara to his wife and servants. He also tells Alayna about their journey into the Underworld but he downplays the dangers. Aelshara takes a guest room in the Manor and asks if she can stay awhile to get used to this new time she has landed. Lakima offers her access to the Library of the Mages Guild which Aelshara takes advantage of.

Eathwund suggests to Eris that she might work as a chambermaid at his Inn the Sign of the Purple Bugbear. Eris appears completely lost now that she is back among the living but she accepts the offer. Eris is rude to guests who dare to speak with her but in Mirdton this sort of behaviour is not uncommon. Eathwund drops in every day to keep an eye on the Tavern and on Eris.

The journey to the Underworld seems to have unlocked new ideas in Lakima’s mind and he realizes he now can manipulate the magical energies required to cast spells of the 7th Circle. He sets about immediately studying how to recreate a spell of this complexity that he has encountered in his research. Lakima spends days in his quarters in the Mages Guild.

After a week back in Edgerton, Ian brings an announcement to Aldus about the Black Eagle tourney in Uthersberg. They decide to head to the tourney to compete. Aldus and Ian say goodbye to their friends and ride off to Uthersberg (the player who was running Aldus and his squire was away for a few sessions).

Grasshopper spends the days of downtime wandering about the large town. He gives a lot of his share of the treasure to poor children and the homeless. Soon he gains a reputation in the town for charity. He does set aside some gold for a magic item he wants to purchase.

A week later, a Royal Messenger arrives at the Manor. Alayna greets the messenger but he informs her he can only give the message to Lakima the Grey. Lakima has to be sent for but the messenger indicates that he will wait. When Lakima arrives, he opens the sealed letter from Duke Robert requesting an exclusive deal to supply flying ships to the Ducal fleet. Lakima writes a brief reply accepting the offer.

A few days later, a message arrives from the duke asking for a meeting at his hunting lodge in four days. Lakima asks Eathwund, Domago, and Grasshopper if they would like to join him. The three adventurers fly on the Cloudstealer to the Duke’s hunting lodge outside Dolmvay. Here they meet with Duke Robert and his retinue and discuss the construction of flying ships. After some negotiation, a deal is struck for Lakima to provide helms for four ships for 75,000 gold and the title of Mage of the Realm. With an agreement reached, they get back aboard the Cloudstealer and return to Edgerton.

Back in Edgerton, Lakima remembers that there are powerful spells he could not decipher in the spellbook he took from one of the twelve mages of the White Worm. Checking the spellbook he finds spells of the 7th Circle. He spends a few days studying the spells and manages to learn two of them and write them in his spellbook.

A letter asking for help arrives from Whetwhistle. Their friend and business partner Whexley Windham says that there was a collapse in the mine trapping two miners. When they dug a rescue tunnel for them, they did not find the two men but they did see strange, monstrous-sized tracks. Whexley asks if they could come and clear the mine. The miners are refusing to work.

Lakima, Eathwund, Grasshopper, Domago, Brovin, and Aelshara set out on horseback for Whetwhistle which is only six hours away. They head directly to the Goose Inn and speak with Whexley. He tells them nothing new has occurred. They have not abandoned the mine but they are not entering the lower levels.

“Well, it is not producing much of a profit for us so why don’t we seal it shut?” Lakima tells Whexley.

Whexley sputtered at this suggestion which would be the end of the hamlet. He insists that the mine has been producing a lot of copper and he is just waiting on a payment from the Mining Guild before sending the profits to the Company in Edgerton.

The adventurers accompanied by Whexley head up into the hills to the nearby mine. The journey only takes an hour. At the mining camp, they speak with Astrid Brightfist the mining foreman. She tells them the cave-in occurred at “Cave B” on the lower level where the new workings are located. Astrid leads them into the upper workings and shows them the lift that takes miners down (and ore up) from the lower workings.

“I will work the lift,” Astrid tells them, “Yell if you need to be brought back up.”

Astrid tells them if they are gone more than six hours, she will come looking for them.

The adventurers descend into a dark chamber lit dimly by the glow of a forge. Lakima uses the Staff of Power to cast light on Aelshara, Eathwund, and Domago. Grasshopper quietly slips into the darkness and tells the others to give him a lead he will scout ahead. Brovin silently follows him.

Grasshopper follows the tunnel and mine tracks to an open area. A hand-painted sign says “Cave A”. Two tracks enter a low tunnel (5 feet high) where there is a sign saying “Danger Low Ceiling.” He calls out for the other adventurers to catch up.

“Which way?” Grasshopper asks.

Lakima points south.

One track follows a tunnel to the southeast and the other follows a tunnel south. They can see immediately that the tunnel to the southeast has collapsed. While the others wait Grasshopper moves down the tunnel to check if it is impassible. He sees it is clearly impassible and he also sees movement.

“Look out!” Grasshopper yells as a flock of stirges erupts from the tunnel and flies amongst all of the adventurers trying to latch on and suck their blood. Grasshopper, Eathwund, and Lakima are attacked by many stirges while the others only have to contend with a pair each. Domago, Grasshopper, and Lakima each have a stirge grab onto them and start sucking blood. But they can throw them off or kill them. The stirges continue to fly about the group, getting killed when an adventurer can strike one. Domago and Lakima are again struck but eventually, all of the stirges are killed or driven off.

Stirges


“Let’s try the other tunnel,” a blood-soaked Lakima says.

The tunnel goes another 20 feet before they come to a cave-in. A 3-foot-high tunnel extends around the cave-in.

“This looks like the rescue tunnel,” Grasshopper says.

Grasshopper gets down on his hands and knees and crawls into the rescue tunnel. It is shored up only in a few spots and dug recently. The rest of the adventurers follow him. The rescue tunnel enters another cave where they can stand up.

“Cave B,” Grasshopper says pointing at a hand-painted sign on the wall.

This area shows signs of having been worked recently. Pick axes lie where they were dropped. A mine tunnel with tracks heads southeast. Grasshopper checks the cave floor for tracks and there are plenty, all human boot prints.

They continue to the east and enter another cave marked “Cave C”. A circular tunnel that appears to have been dug by a creature enters from the north. A pool of iridescent liquid lies before the tunnel. The group checks the pool but it seems harmless. Grasshopper leaps over the pool and scouts the area ahead. He finds a burrowed tunnel descending deep into the earth and another tunnel connecting to the mine. He comes back and tells everyone. They walk through the shallow puddle on the floor and head down the burrow deeper into the earth.

The burrow comes out in a small burrowed cave. Piles of rock debris lie about the chamber. Everything seems to have been dug from solid rock by a burrowing creature.

“Wait here and I will scout the surrounding area,” Grasshopper says.

While the other adventurers wait Grasshopper scouts the area. Tunnels enter from all directions and wind about in a maze. Some tunnels are impassible with large rocks blocking passage. Grasshopper does see a metal object on the floor of a cave shining in the light from his torch. He picks it up and finds it is a battered mining helmet. Grasshopper returns to the group and shows them the helmet.

“I don’t think we are going to find the miners alive,” Lakima says.

Grasshopper takes the lead and follows the most accessible tunnel entering a crossroads of tunnels he is startled when a pile of rubble erupts and an enormous brown, hairy spider covered in debris leaps out at him. The spider is larger than him and 3 feet tall. Grasshopper can barely yell a warning before spiders erupt from side passages and attack all of the adventurers from all directions.

Deadly spiders


Brovin who was in the back runs away down a side tunnel and hides. The other adventurers fight the giant spiders as best they can. Several of them are sliced by giant pincers dripping in ichor. Eathwund is cut from behind on his back and succumbs to darkness collapsing. Domago is cut off and slashed repeatedly before falling. Brovin, seeing what is happening tries to go to Domago’s aid and desperately kills a spider that is trying to drag Domago away. Grasshopper uses his fists on the spiders killing two and then killing one with a single punch to the thorax. Lakima casts magic missiles at the spiders as does Aelshara. Finally, the last of the spiders are driven off but Domago and Eathwund are dying. Thinking quickly, Lakima teleports both of them away.

“Where did you send them?” Grasshopper asks.

“To a friend in Edgerton,” he says.

Lakima suggests they retreat. They have lost two of their number and they can hear the clicking sounds of more spiders or worse echoing through the tunnels. The adventurers stagger to the tunnel leading up and out. On the way, Grasshopper hears a low moan and they find one of the missing miners.

Yelling for Astrid to lower the lift the group exits the lower mines.

“Where are the others?” Astrid asks.

Lakima tells Astrid how badly things have gone. They make their way to the surface to talk to the miners. One of the miners is overjoyed that his twin brother has been found alive. He is only unconscious and exhausted. They listen in horror as the adventurers describe the fight they had with the giant spiders.

“But these spiders could not have been what left the three-toed tracks and burrowed through the stone,” Whexley says.

When the unconscious miner is revived, he tells of being attacked by an insectoid creature standing on two legs. The creature had four sets of eyes and its gaze was hypnotic.

“We should close the mine and block the entrance,” Lakima says.

“But, without the mine, Whetwhistle will be abandoned,” Whexley pleads, “We need the mine!”

After some arguing Grasshopper convinces the others to sleep on it at the Goose Tavern. Lakima is reluctant to re-enter the mine, especially without Eathwund on hand.

Meanwhile, Eathwund awakens in a strange bed in a pleasant room. He sees the smiling face of Abbot Marta looking down at him.

“It was a near thing, my friend,” Marta says, “A few more moments and you would have been dead. It was lucky for you that it happened to me near when you appeared.”

“Tell me what sort of trouble you and Lakima have been getting yourself into.”

Eathwund briefly describes what happened. He sits up feeling remarkedly fit and healthy. Looking over he sees Domago resting in a nearby bed apparently still asleep. Seeing his gaze, Marta assures him that Domago will be fine.

When Domago awakes an hour later, he finds Eathwund already packed and ready to go wolfing down some beef stew.

“I arranged for horses,” Eathwund tells Domago, “I assume Lakima must have survived and magicked us out of those tunnels. But we had better rush back to Whetwhistle and see what happened.”

After a good night’s rest, Lakima, Grasshopper, Brovin, and Aelshara have breakfast at the Goose Inn. Lakima is still inclined to abandon the mine. As they eat, they hear horses ride up outside. The door to the Inn opens and Eathwund and Domago stride in. Domago immediately goes to Lakima and gives him a strong embrace.

“I owe you my life,” Domago says.

Eathwund merely nods at the group.

“Eathwund and Domago are back. I say we head back into the mine. This time we will be ready.” Grasshopper says.

“Do you two want to re-enter the mine?” Lakima asks Domago and Eathwund. Domago tells them yes and Eathwund shrugs.

“Okay,” Lakima says, “But be ready to get out of there if we encounter another nest of spiders.”

The adventurers and Whexley return to the Copper mine. The miners have kept watch on the entrance but no one has had the bravery to enter. Astrid volunteers to man the winch again to send them down into the lower mines.

Once on the lower level, the group makes their way into the burrow. They travel with fewer lights this time. Searching through the maze of tunnels, they see a cave in the distance where the rocks emit a strange blue glow but they cannot find a clear path to the cave. All of the tunnels near it are blocked by boulders. They can only peek through small openings.

“Maybe we can shift some of the rocks,” Lakima looks at Eathwund.

“This way,” Grasshopper waves, “I think I see a path.”

Following Grasshopper the group circles through the tunnels and arrives at the entrance to the strange cave. Grasshopper enters ahead of the others. The rocks are a dark grey but blue magical energy that seems to flow through the rocks like tiny sparks of lightning. In lights the rubble-filled cave in an eerie blue glow. Looking down at the floor, Grasshopper sees massive footprints of a three-toed creature and he sees a gnawed human femur bone.

“Look at this guys,” Grasshopper says. From the corner of his eye, he sees the rubble shift and an enormous insectoid creature stands up on two legs and moves toward him grasping with three-clawed hands. The creature has a pair of insectoid eyes on its head and a second pair of more humanoid eyes.

All of the adventurers hear and see the creature stand up. Lakima beholds the strange eyes on the creature and shouts a warning.

“Don’t look into its eyes!”

Eathwund and Grasshopper attack from close in while averting their gazes. They still manage to strike the hard carapace of the creature several times. Aelshara looks at the creature and casts a magic missile striking it. She finds the eyes mesmerizing but manages to look away. Domago tries to cast a spell but is struck with confusion when he regards the creatures’ eyes. Lakima summons his protector which slashes at the creature with its mystical sword.

Suddenly, the confused Domago takes a swing at Aelshara with his mace barely missing her head. She screams in anger at him.

“He is under a confusion charm,” Lakima yells. Aelshara tries to move away from Domago. Lakima speaks a single magical word to Domago and the priest is stunned and falls to the ground.

“That will take care of him for now,” Lakima says.

“Spiders!” Brovin yells from the back of the group. Looking behind them, Lakima sees a pair of giant spiders crawling toward Brovin. He casts a Wall of iron and blocks several of the tunnels leading to them.

Meanwhile, Eathwund and Grasshopper have been avoiding the claws of the abomination and have landed many hits. The creature begins to stagger then it burrows into the walls of the chamber and vanishes.

“Where did it go?” Lakima asks.

Everyone looks about. They can hear the creature digging its way through rock all around them. Stone begins to shake in one of the blocked passages and then it clears and they see the creature, some of its wounds regenerated, and four giant spiders behind it.

“Lightning bolt,” Lakima yells and casts a bolt of lightning straight down the tunnel and into the abomination and the spiders. All of the creatures are struck and only one of the spiders manages to drag itself away. Grasshopper chases after it but it squeezes itself through a narrow hole in a blocked tunnel.

Once the rest of the group arrives Lakima casts passwall clearing a section of the tunnel. But it is not enough the tunnel is still blocked.

“We have done enough,” Lakima says, “Let’s get out of here.”

Before leaving Lakima and Grasshopper take samples of the strange, magical rock. The adventurers make their way back to the surface. They meet up with Astrid and tell her the worst of the creatures are dead.

Up in the mining camp, Lakima apprises Whexley of the situation. He tells him that the borrowing creature is dead but that there still appears to be a nest of spiders in the lower levels. Maybe they should only work the upper levels. Whexley is downcast. He tells them that the best veins of copper are in the lower levels. Lakima also tells him that they saw signs of a vein of gold in the lower mines.

“Any idea what this strange rock might be,” Grasshopper says to Astrid and shows her a small stone. Even in the bright sunlight the grey stone still shows dim flickers of blue magic.

“I am not sure,” Astrid says turning it over in her hands, “It couldn’t be.”

“Aetherium!” she breathes with astonishment.

Astrid is reluctant to say more but eventually admits that it could be aetherium. A rare stone found only deep underground in the Callahiem Mountains. It is mined by the dwarves and sold to the gnomes to make magic items.

“Now we have to keep the mine open,” Whexley says hopefully.

“We will think about it,” Lakima says.

“We can head back down after another day of rest,” Grasshopper says.

Sunday 10 March 2024

Underestimated

My Swords & Wizardry campaign has lasted much longer than I expected. We have been playing for almost four years. The player's characters are now between levels 10 and 14. Finding adventures for characters of this level takes work. Designing them is more challenging. In this session, I modified "enSider 111: Searching the River Styx" a D&D 5e adventure for levels 3-16 by Mike Myler.

The adversaries in the adventure are three demon lords. This gave me a lot of leeway to tailor the demons to fit the level of the players. But I underestimated the players yet again.  A 15th-level demon with a lot of special abilities looks difficult on paper, and it would be for one or two players, but it is not really all that tough for four characters and two hirelings. This is a dilemma for the GM of a high-level campaign. The monsters suggested for this level tend to be solitary. They could kill a PC in a single attack but it is more likely they will struggle to hit anyone and will be buried under a hail of attacks from the players.

Multiple attacks are key. If I was to redesign the encounter I would increase the area of the encounter and bring in multiple underlings for each demon. They only have to be mid-level, it is their quantity that is important. Quantity means more attacks and more targets to draw off the fire from the main monster.

Session 152: The Caves of Avarice

Lakima (human magic-user), Eathwund (human fighter), Aldus (human cavalier), Grasshopper (human monk), Domago (human cleric NPC), Aelshara (half-elven fighter/magic-user NPC).

The members of the Company of the Black Dragon and Aelshara are in the Underworld looking for their companion Fenris. A fallen angel named Sotira has told them that if they recover the broken pieces of her soul, she can rescue Fenris for them.

The adventurers reach the shore of the river Styx and see the stone dock that they first alighted from. However, there is no bell with which to summon the boatman.

“There is no bell, does anyone have one?” Lakima asks.

“I think the lost souls are not supposed to leave the underworld,” Domago replies.

Aelshara reaches into her bag of holding and produces a bell explaining that she uses it on a tripwire to protect herself when she is camping outdoors. She hands it to Lakima who stands on the stone dock and rings it loudly. The noise startles a flock of the large black birds they have seen before. The birds fly up and circle above them.

A few minutes later the boatman and his craft come into view materializing out of the mist over the river. Lakima walks up and hands the boatman a silver coin but he is blocked from boarding. Grasshopper reminds him that the toll is 2 silver coins. Everyone pays and the boatman pushes off from the dock.

The boatman


“We seek the shards of the soul of the fallen angel,” Lakima says to the boatman who ignores him and continues steering the boat.

The boat moves upriver for a pace before shifting planes and then entering a large lake. On the shore of the lake, the boatman steers the craft into a cave mouth from which a stream exits. They continue underground taking tributaries until the boatman slows the boat and pulls up to a narrow beach with a stone dock. A single lantern hangs from a stone pillar on the dock. Everyone exits the boat and the boatman steers the boat away and disappears into the mist.

“I guess this is the place?” Grasshopper says.

Grasshopper leads the group toward a large cave mouth. He enters and gestures for the group to give him a chance to get ahead of them. Grasshopper vanishes quietly into the shadows. After a minute the rest of the group follows the monk into the tunnel. Soon they smell the most delicious smells of baking food. Domago says he can smell fresh bread baking, Lakima smells kafee, and Eathwund smells roast venison on a campfire. Once they compare notes, they realize each is smelling their favorite meal.

“Careful, I think this is an illusion” Lakima warns everyone.

Grasshopper suddenly appears out of the shadows and warns everyone that he can see an enormous demon ahead in a cave full of rotting sludge. The group signals to each other to make certain all are ready and then they rush around a corner of the tunnel and into a well-lit cave. Sitting in a pile of disgusting slop most of the group see an enormous demon that is buried in rolls of fat. It uses flabby arms to pick up mushrooms, slime, and rotted food and shove it into its mouth.

Seeing the adventurers the demon continues to chew and then says, “Oh goodness me, a live meal! You will taste delightful!”

“Attack!” Aldus yells.

“Attack? I only see a banquet table covered in food?” Domago says.

“It’s an illusion!” Lakima yells at Domago.

Aldus and Eathwund run forward and attack with their swords. They strike deep but the enormous fold of fat prevents a lot of the damage. Grasshopper leaps up upon a huge mushroom and fires arrows into the demon which appear to do nothing.

The demon stands up and breathes out a noxious green cloud from its mouth which envelops Grasshopper and Aldus. The two begin gasping and choking. Lakima uses the staff of power to “blow” the gaseous cloud away from the group allowing them to continue attacking. Aldus in particular slices deep into the side of the creature with his sword deathdealer. He hears his sword yelling in triumph telepathically.

Grasshopper also uses his magic sword and lands blow after blow. With the three of them hacking away the demon loses more and more greenish-yellow fluids and then it suddenly vanishes. All of the attackers pause and look about them in confusion. Lakima casts detect invisibility and he sees the demon standing where it was before rearing back to swipe at Eathwund.

“It is invisible, standing exactly where it was before,” Lakima yells, “Kill it!”

The attackers immediately begin swinging at the very same spot they were attacking before. After a moment the demon appears but it is now swollen and bloated to an enormous size. The demon swells up and explodes spraying everyone in the chamber with greenish-yellow goop. Aldus sees a golden crystal fly out of the creature and land in the slop. He stoops and picks it up. Only Domago and Lakima avoid being covered in slime. With the demon destroyed the illusion is broken and Domago beholds the horrible scene for the first time. He struggles to keep from vomiting into the pits of sludge.

“Let’s get out of here!” Domago yells.

The adventurers begin to leave. Grasshopper calls for everyone to wait and says they should search through the sludge. Putting on his monocle of magic sense Lakima tells Grasshopper that there is nothing magical here.

“Remember what the angel told us about temptation,” he says, “We have a mission let’s get going.”

The adventurers return to the banks of the river Styx. The boatman is gone but soon returns after Lakima rings the bell on the dock. They pay the boatman once more.

“This boatman is pulling in a tidy sum of silver today,” Lakima says.

The boat heads off downriver through the tunnel underground. This time the trip takes only a few minutes and a single plane shift before the boatman pulls up to another dock and narrow ledge in front of a cave.

Grasshopper takes the lead again. He moves quietly into the shadows and makes his way down the tunnel feeling uneasy. After a few minutes, he comes to a branch with a pair of tunnels. On his right, the tunnel continues much the same. On the left, he sees a tunnel littered with obscene and blasphemous graffiti scrawled on the walls and floor. Written in blood, charcoal, and paint or scratched into the rock. Leaning down Grasshopper scratches an arrow in the dirt pointing left. He then moves onward.

Behind Grasshopper the rest of the group reaches the two tunnels and sees the arrow in the dirt. They follow the arrow. As the group continues forward their eyes are drawn to the blasphemous symbols and messages on the walls and floor. Each feels a compulsion to add his own unconscious thoughts he dares not share with others. Hearing that the party behind him has slowed Grasshopper returns to the group. He sees a puzzled Lakima and Domago watching while Aelshara, Eathwund, and Aldus scrawl symbols on the walls of the tunnels.

“Aldus! What are you doing!” Domago asks.

“I think they are under a compulsion,” Lakima says, “It is best to let them get it out of their system.”

After a few minutes, each of the three finishes their writing and seems satisfied. Once they see the others watching each tries to hide their embarrassment.

“Never mind that, let’s get moving!” Lakima says getting everyone's attention.

“I see a light ahead,” Grasshopper says.

Aldus in particular is eager to move on. “Shall I charge in and attack whatever awaits us?”

“Why not?” Lakima says.

With a war cry filled with anger, Aldus races forward his sword drawn. Soon Aelshara and Eathwund join him. Lakima, Domago, and Grasshopper hurry to catch up.

They enter a cave where the floor is littered with hundreds of papers, books, and parchments, piles of them. A hateful crimson-skinned demon stands amongst piles of papers gleefully picking up handfuls and tearing them apart in its powerful fists. Scripts drift down from the ceiling and rain down all over the chamber.

Aldus and Eathwund race straight to the demon to attack it with hesitation. Grasshopper uses the raining papers to hide his movements and he sneaks in behind the demon which is engaged in melee. The demon takes up a 9-foot black, barbed spear and defends itself from attack. The spear strikes Eathwund in the side cutting into the adventurer. But the three adventurers attacking the demon in melee prove too much and the demon is staggered with wounds. It seems the demon will fall but it roars in anger and redoubles its attacks making two strikes to every one from each of the adventurers. Even this is not enough and the demon falls only to burst into flame like it is made of parchment. Nothing but ash remains.

“Look for the shard in its remains!” Lakima yells.

“What remains?” Aldus says. Even the ash has blown away.

The group starts looking hopelessly through the piles of books and parchments.

“These are prayer books and religious texts of lawful gods,” Domago says.

Once it becomes clear that finding the shard could take days, Domago casts the spell locate object moves unerringly to a pile of paper, and pulls the shining golden shard clear of the mess.

“I have it!”

Lakima takes a final scan of the chamber with his monocle looking for magic and sees none. He then waves for everyone to leave. The adventurers make their way back through the tunnels of heresy this time managing to avoid stopping to add their own thoughts. At the dock, Lakima rings the bell for the boatman who returns and picks them up. It is another fairly short trip taking only an hour before they are deposited on the shores of another ledge on the side of the river. A tunnel mouth beckons them to enter.

Grasshopper waves for everyone to allow him to take the lead. Within a few minutes, he sees a golden, shimmering mist ahead. Piles of gold coins litter the floor. It is immediately clear that they are illusions as Grasshopper finds he can step through the piles of gold. It does slow him enough that he finds that the other adventurers have caught up with him. Grasshopper looks at Eathwund and the magical bow that he would like to take and reaches out for it.

“No,” Eathwund simply says and slaps Grasshopper’s hand away. Grasshopper immediately regains his senses and shakes his head. As he starts to explain to Eathwund he sees Lakima reach for Eathwund’s coin purse – but it is securely tied to Eathwund’s belt and Lakima finds he cannot tug it off. Eathwund shakes his head at Lakima who seems bemused by his own actions.

“C’mon,” Grasshopper says motioning everyone forward. He leads the way into a large cave where the floor is buried under mounds of gold coins, gems, and golden objects. Some items are still clutched in rotting or skeletal hands unwilling to part with their possessions in the afterlife. A palpable, iron scent of evil wafts from a black-skinned demon lying upon the piles of treasure.

“Kill it!” Aldus shouts and rushes forward into the mounds of gold. His movement is immediately slowed as the piles of coins shift and sink under his feet.

“Wait!” Lakima shouts and he casts Luminous bridge creating a ramp directly up to and through the demon which is struggling to its feet. Eathwund and Aldus climb up the ramp and begin slashing at the struggling demon. The demon spits out a stream of greenish-black spittle upon Eathwund, Aldus, Domago, and Lakima. The spittle is acidic and burns their flesh and then a moment later bursts into flames igniting their clothes. Lakima takes the time to beat out the flames. Aldus and Eathwund ignore the flames and continue to attack the demon which defends itself with a wickedly barbed polearm. After a few rounds of combat, the demon collapses like a burst bag of fouled wine spilling its poison out over the gold coins.

“Ahh yuck!” Aldus says. While the others search through the piles of treasure for the angel’s crystal shard, Aldus takes out a sack and scoops handfuls of gold coins from an area not covered in demon acid. Lakima just shakes his head but does not say anything.

It is Lakima who finds the golden shard and puts it in a sack. But Grasshopper finds a dented shield, a long sword, and a strangely glowing emerald. Aldus tells him that his sword has told him that the shield is cursed so they leave it. But the other items are placed in the bag of holding.

Looking wistfully at the mounds of coins and gems the group leaves and heads back to the river Styx. Lakima rings the bell on the dock and they soon see the boatman guiding his boat up to the dock. Lakima tries communicating that they want to return to Ankev the city of the dead but the boatman ignores him.

This time the trip takes a few hours and indeed the boatman drops them at the canyon marking the entrance to the city of the dead. The bone gate argues against allowing them to enter but eventually, Lakima convinces it to open. Their trip through the ghoul canyon proves uneventful and they make their way to Sotira’s mausoleum. This time the magic mouth on the door is not triggered and they are able to enter into Sotira’s presence.

“Please give me the shards of my soul,” Sotira tells Lakima immediately sensing that he has them in a bag.

“Where is our friend?” Lakima asks.

Sotira calls out for Eris who shyly steps out from behind a wooden screen. Eathwund asks her if she is all right and Eris tells Eathwund that she feels safe here. Safe for the first time in a long time.

Lakima hands the golden soul shards to Sotira who takes them and carefully assembles them with the other broken shards creating a golden, crystal in the shape of a heart. There is a burst of golden light and a moment later they behold a glowing, beautiful celestial standing before them. All of the adventurers are overcome with awe, some more than others. Domago stands dumbly his mouth hanging open.

“What is your wish?” the celestial asks.

“Fenris?” Lakima asks.

Sotira pauses for a moment and then there is a flash of golden light. Fenris appears, looking almost like he did in life. But he is clearly a lost soul. His skin is drawn and grey, and his eyes are clear whites.

“Fenris!” Eris cries and runs over to him. Uncharacteristically, Fenris leans over and allows Eris to hug him. Then he beholds the angel and staggers back from her golden glow.

“You came back for me,” Fenris says in wonder, looking at each face of the companions he knew in life.

“Of course,” Lakima says importantly, “We are the Company of the Black Dragon, in life and in death.”

“Fenris!” the angel says getting his attention. “I can restore one soul to life allowing them to leave this place, step forward for you only need to feel my touch.”

Fenris takes a hesitant step toward the angel’s outstretched hand. Then pauses.

“No,” he says, “Take Eris in my place.” He then gently takes Eris by the shoulders and moves her forward until the angel’s hand touches her. There is a flash of golden light and Eris stumbles to the ground.

Celestial's Touch


“Goodbye my saviors,” the angel says and vanishes in a flash of golden light.

As the adventurers watch, Fenris turns to smile at his companions and then a puzzled look comes over his undead features. There is another flash of light and he vanishes.

“Fenris?” Eris sobs.

Lakima looks down at the clearly living young girl, “He has gone to a better place.”

“How can we be sure,” Aldus says, “Maybe he is imprisoned by the Lich Queen again.”

“I am sure,” Lakima says, “Now we need to get out of here.”

Grasshopper warns that he expects the Lich Queen to send her minions after them. But when they exit the mausoleum with Eris they are not stopped. They make their way through the city of the dead toward the slums. Along the way, Eris attracts the attention of the lost souls and the undead. Not disguised by a leaden bracelet like the rest of them she is like a beacon to the dead. The group forms up around her and Lakima casts Protection from Evil 10-foot-radius. This is enough to keep the undead that are bolder at bay and they make it to the bone gate and the river Styx.

The boatman and his black boat are waiting for them at the dock this time. Lakima pays for himself and Eris. The rest pay the toll and the boat sets out. The journey seems to take a few hours and they cross many rivers and planes before arriving at a familiar dock near the stairs to the land of the living.

“Can you teleport us out of here?” Grasshopper asks.

“I could only teleport myself,” Lakima says, “But the tomb is mainly full of traps and not creatures and we know where all of the traps are, it should not be too difficult.”

“I am not sure it would be wise to teleport out of the Underworld,” says Domago, “We should pass through the portal again to return, otherwise we may find we are ghosts and not among the living.”

The adventurers and Eris climb the long set of stone steps up to the portal leading to the chamber of pillars. All of them pass through without anything untoward happening. Eris clings closely to Eathwund. From the chamber, it is a short, careful trip through trapped hallways to the exit. In the distance, they see Cloudstealer gently swaying 30 feet up in the air.

“Ahoy on the ship,” Lakima yells.

After a few moments, August looks over the side and throws down a rope. The adventurers climb aboard. Aelshara is amazed by the flying ship.

“Where are you heading?” she says.

“Home to Edgerton,” Lakima tells her. Aelshara had visited Edgerton 120 years ago before being trapped in the mirror and she says she will join them. August tells them that they have been gone for eight days.

Friday 23 February 2024

Underworld

This session used an adaption of the adventure "One Last Thing" from Frog God Games written by Casey Christofferson. The adventure was written for Swords & Wizardry rules but I still needed to make a lot of changes to fit my campaign. I also created 12 VTT maps for the adventure (and only used 7 of them). The adventure involves the players looking for the lost soul of an NPC friend in the underworld. The adventure allows his soul to be held in three locations. I figured it should at least give me a few sessions of searching through the Underworld City of the Dead. My players just do not like having to figure out mysteries. I decided to let them meet an NPC who gave them a vital clue. This was a very different type of adventure for this campaign. Most of the adventures have been dungeon delves but this was a series of roleplaying encounters.

Session 151: The Underworld

Lakima (human magic-user), Eathwund (human fighter), Aldus (human cavalier), Grasshopper (human monk), Domago (human cleric NPC), Aelshara (half-elven fighter/magic-user NPC).

The members of the Company of the Black Dragon (and Aelshara) have returned to the chamber of Golden Pillars in the Tomb of Horrors. They have learned that the portal they found there is the entrance to the Underworld, but they do not know how to activate it.

“Last time when Lakima stepped through, he ended up in the prison?” Aldus asks.

Lakima nods.

“Then this is not the right portal” Aldus states.

“It could be we just need to find the right trigger,” Grasshopper says.

Lakima tries pressing the yellow glowing stone and the red one at the same time but nothing happens. He then spends some time examining the stones but does not find anything interesting. He then moves off to explore the rest of the chamber.

“Does anyone see a place where the keys might fit?” Lakima asks.

Aelshara and Eathwund look about a little but do not find anything. Grasshopper continues to study the stone arch and Aldus watches Grasshopper. Domago kneels in silent prayer hoping for guidance.

Musing to himself that it might be a sequence of stones that needs to be touched, Grasshopper touches the stones in different order repeatedly. On the first few tries nothing happens then as he touches the stone that is glowing green the mists vanish revealing a stair descending deep into the earth. A cold breeze drifts up out of the stairs.

“Hey!” Aldus shouts as Grasshopper steps through the portal.

“It’s safe,” Grasshopper says.

Lakima, Eathwund, and Aelshara rush over to join them. Domago stands up as well. Cautiously, each adventurer steps through the archway into the tunnel beyond. Aelshara is the last to leave the chamber.

Portal to the Underworld

“Come on!” Lakima says to Aelshara.

“I am not even sure I can enter the Underworld,” she says, “Elves do not go there after death.”

Aelshara finally steps through with no untoward effects.

The adventurers descend hundreds of steps deep into the earth. Finally, they enter a cave on the shore of an underground river. The river is dark and muddy and smells of death. On the rocky shore, there is a stone dock with two stone pillars holding it up. From one pillar hangs a lit lantern, and from the other hangs a brass bell. Lakima steps up onto the dock to investigate.

“You’re hurt,” Domago says to Grasshopper.

“I think we may have passed into the underworld and this is the river Styx,” Lakima says.

Unsure whether his healing prayers will be answered Domago tries healing Grasshopper. He finds that his prayers are answered. He also takes the time to heal the wounds Aldus has suffered.

Lakima rings the brass bell and waits expectantly. After a few moments, he hears the sound of a paddle in the water. Then a dark, wooden boat appears out of the fog poled by a robed figure standing in the stern. A lit lantern hangs from the forepost. The hooded figure poles the boat up to the dock and then stops. The boat stands immobile ignoring the push of the current of the river.

Without saying a word Lakima hands two gold coins to the figure's outstretched hand. Looking down Lakima sees that the hands are bone. Looking up he sees a skull peering back at him from inside the hooded robe. The boatman hands the gold coins back to Lakima shaking its head.

“It has to be silver!” Grasshopper says.

Lakima hands the boatman two silver and it accepts the coins which seem to vanish. In the coin's place is a small leaden-colored bracelet in the shape of coils of rope. The boatman silently hands it to Lakima and allows him to board the boat. Each of the adventurers hands the boatman two silvers and each is handed a leaden bracelet. Even Aelshara is accepted on the boat. Once everyone is on board, the boatman pushes off from the dock and poles out into the stream. The boat heads rapidly downriver.

“We wish to journey to the city of the Dead,” Lakima says to the boatman. The boatman ignores him and continues to guide the boat downriver. The journey seems to take a few hours though it is hard to tell time in the dark underground river lit only by the boatman’s lantern and their own lights. Strange shapes can be seen moving about in the filthy-looking water. Reptilian shapes and rotting humanoid shapes. The boat seems to phase in and out of existence passing from river to river but always downriver. The adventurers realize that without the boatman they would be hopelessly lost.

The journey ends when the boat pulls up to another stone dock. This one is more ancient and missing the bell and lantern. The boatman simply stops poling the boat and waits for everyone to step off onto the dock. Then the boatman and his craft leave disappearing upriver.

The adventurers find themselves in a narrow gorge. At one end there is an enormous wall made of bones. Human skulls decorate the wall but the rest of the bones are far too large to be human. The wall does not appear to have a gate. Overhead they see a grey “sky” of rolling clouds. Though the clouds do not appear to move. Flocks of large, black birds fly high above them. Huddled against a rock wall, Lakima spots an emaciated, unmoving, human figure stripped of any clothes. It looks dead so they move past and approach the wall of bone.

“Stop! No further, for this is the city of the Dead!” one of the skulls cries out at them.

“We wish to pass – for we have a mission inside,” Lakima says.

He is almost immediately drowned out by other skulls all shouting insults and threats at the party.

“This is the land of the dead,” one shouts, “The living are not welcome here!”

Lakima reaches into the bag of holding and pulls out the Crown of Tarx. A magical artifact once worn by a Mummy Lord. Placing it on his head Lakima again calls out.

“I am not to be trifled with. Let us pass.”

An argument breaks out amongst the many skulls. Some agree he should be allowed to pass others think they should be sent away and others argue that Lord Amien will want to meet these living souls. Finally, they agree that Lakima can enter.

“My servants also need to come with me,” Lakima says pointing at his companions. This causes another argument between the skulls.

A few moments later a section of the bone wall swings open allowing the group passage. They pass under the wall and into a canyon.

“The ghouls will eat you,” one of the skulls taunts as they leave.

Before the adventurers is a canyon a quarter mile long and about 250 feet across. Down the length of the canyon, they see clouds of green smog billowing from crevices in the ground, the ruins of old charnel houses, mausoleums, and many tombstones and graves some of them open. Grasshopper points up and notes that the flocks of dark birds seem to be following them.

The adventurers pass down the canyon, and at one point they are attacked by a swarm of seven large rats which appear to be undead. The rats do not prove to be much of a threat. Eathwund and Grasshopper kill most of them with arrows and the two which get closer are killed by Lakima using darts. As they near the end of the canyon it narrows and they see two choices. To their right is a box canyon with a three-story ruined stone building in it. The building is surrounded by a stone wall and lit torches can be seen on the wall. To their left is a large field of grey waste dotted with mausoleums and tombstones. The remnants of a stone wall mark its boundary with the canyon. In the distance, they can see that a city of sorts rises up beyond these slums each ward a step higher than the previous.

“Let’s head toward this city, that is where we will find Fenris,” Lakima says.

“Shouldn’t we check that building first?” Grasshopper asks pointing at the ruined building to their right.

Ankev, City of the Dead


Lakima argues that the building is surrounded by a wall so it means it is probably guarded they want to stick to the mission and avoid trouble if possible. Everyone agrees. They pass through the wall ruins and survey the slums before them. Undead move freely about the area, skeletons, zombies, and wights. They also see lost souls, figures that look human at first but as they get closer, they see open wounds, drawn pale faces, and emaciated bodies. The adventurers seem to attract attention and several of the undead begin to converge on their position. Lakima takes a potion of wight control out of the bag of holding and drinks it. He then commands a nearby wight to come to them.

“You obey me now,” Lakima says to the rotting corpse.

“Yes Master,” the wight whispers in a rasping voice.

Lakima explains to the wight that they are looking for a thief named Fenris. The wight professes not to know anyone named Fenris. While they talk the other undead come closer and become more threatening. Lakima stares down the undead and threatens them with the Crown of Tarx. The threat works and the undead all stumble away.

“I do not know how we are going to find him here,” Lakima says.

“I might be able to help,” says a lost soul.

The group finds they have encountered a lost soul who tells them his name was once Cadthorn. Cadthorn asks if they can spare him any life. They learn that the coin of this realm is days and years of life. The lost souls need to bargain for it to remain in control of their souls. Once they bargain away all of their life, they have to begin trading bits of themselves until there is nothing left of them except an unthinking zombie.

“When that happens, we are tossed into the pit at the temple of Orcus,” Cadthorn tells them. “Sadly, that will be my fate soon.”

Cadthorn tells them that they should wear the Leaden bracelets of the underworld that they were given by the boatman. It will disguise them as undead to the weaker undead of the city.

“Have you heard of a thief named Fenris?” Aldus asks Cadthorn.

“Fenris the sly,” Cadthorn says, “I met him. Several months ago, I think. It is hard for me to track time in this twilight land of the dead. He was a clever one, striking deals for life and stealing life when he could not bargain for it. He will be found up in the city I think.”

Lakima asks Cadthorn to guide them up in the city but the lost soul shakes his head and tells them that he does not have the toll to pay to enter the city.

The wight Lakima has under his control however agrees to take them into the city. Grasshopper suggests that they should rest and recover their spells. The wight tells them that it knows a place in the city. The wight leads them to an open gate in an iron fence that marks the boundary of the slums to the city. There is no gatekeeper or toll that they can see. The wight leads them down a narrow street between rickety brick buildings and mausoleums to a two-story building. A sign over the door says, “The Inn of the Mouldering Corpse.” Lakima dismissed the wight.

“I guess we should go in and see what it looks like,” Aldus says.

The adventurers all enter the Inn. Inside they find a small common room. A few guests sit at tables. An armored knight with a closed helm attended by three corpses which appear to be wights, a dark-robed necromancer studying a scroll, and a grey-haired lost soul who is wearing blue robes.

“You!” the lost soul jumps to his feet and shouts at Lakima.

Lakima studies the mage for a second and realizes it is the mage he killed with a fireball in Icewind Pass in the ice caves. A follower of the White Worm.

“Your disguise does not fool me, I can see through it,” the mage says, “You’re still alive!”

The black robes necromancer turns and studies the group with interest.

“One of the twelve I see,” Lakima says, “Or was it thirty, I can never remember I killed so many of you.”

“The TWELVE!” the mage yells, “I am Vermis the viper!”

The mage starts to cast a spell but at that moment the innkeeper, a grey-haired ghost appears through a wall and admonishes the mage that no spells or fighting are allowed in the Inn. The ghost turns to the adventurers and asks if they wish to see the bill of fare or need a room. Lakima asks for a room.

“That will be one day of life per night in the Inn,” the ghostly innkeeper rasps.

“I am not giving up any of my life,” Lakima argues, “How about if I give you someone else’s life?”

“It must be given freely,” the innkeeper says. Lakima has already pulled the Book of Monsters (where he has trapped the souls of several thieves) from his bag of holding. Disappointed he puts the book back. Eventually, the group agrees to part with a day of life each. The ghost hands them a glass vial and bids each of them to breathe into it. They each see a tiny spark of life leave their mouth and enter the vial. Satisfied, the innkeeper gives them an iron key and tells them where their room is located upstairs.

“Why are you here?” Vermis demands from Lakima.

Lakima tells him that it is little of Vermis’ business but they are looking for a friend. Vermis immediately laughs and tells them he has seen their friend Fenris. He was staying at this very Inn up until a few weeks ago.

“Where is he,” Lakima demands.

“You are too late,” Vermis chortles, “His time ran out. The priests of Orcus took him and threw him into the pit of the abyss!” He continued laughing and then scurried away upstairs.

“I don’t believe him,” Lakima says to Eathwund. Eathwund nods.

Aldus at this point has made his way over to the knight. He asks the knight his name.

“I am Sir Ulatuan,” the knight says, “And these are my retainers.” He points at the wights that attend him.

“What did you do before you died,” Aldus asks.

“I am still alive you fool,” the knight says, “I am a bounty hunter for the Temple of Orcus.

Aldus asks if the knight could find someone for them. He says he can find anyone for a price. When Aldus asks about the price, he is told it is five years of life.

“I am not paying that much,” says an indignant Aldus.

Aldus challenges Ulatuan to a duel. He says that they should fight until one of them yields. If he wins the knight will find Fenris at a reduced price.

“And if I win, I kill you and take all of your life,” Sir Ulatuan says.

Aldus argues that the fight will end when one of them yields but the knight laughs at that.

“When I pass, I will become a death knight.” He growls at Aldus as if he expects him to cower at that statement.

Aldus is not impressed and proceeds to tell the knight that he challenged and fought a death knight. Sir Ulatuan dismisses these statements as lies.

“No death knight would accept such a challenge,” he says, “It would fight to the death!”

Aldus shows the knight the mark on his wrist from the death knight but Sir Ulatuan still does not believe him. Seeing that Aldus is headed for a fight Lakima comes over and diffuses things suggesting Aldus step away.

“How about I give you a living human instead of life?” Lakima whispers careful to be sure none of his companions can hear him.

“Which life?” the knight asks looking over his companions.

“Not them,” Lakima says and pulls out the Book again. He opens the book and points at the drawing of a thief he caught in the cellars beneath the manor.

“Him”

The knight agrees. Lakima gives him a description of Fenris. Sir Ulatuan tells him it will take 3 or 4 days. But he will return with Fenris or with knowledge of his current whereabouts. The knight leaves the inn with his retainers.

 “I have convinced the bounty hunter to work for us,” Lakima tells his companions. They are all a little surprised. Aldus suspiciously asks how Lakima will pay the bounty but Lakima is vague with the details.

As everyone is exhausted, they head up to their tiny chamber. The door has a sturdy lock but that is the only sturdy thing about the room. There are two beds covered in filthy rags, a pair of stools, and a broken window looking out at the building next door and the street. They decide to toss everything out of the room and sleep on the floor. They discover that night never falls in the city of the dead. It is always twilight. Two of them stay alert on watch at all times as the others sleep. Out the window they see the dead and lost souls coming and going. Even the buildings that look abandoned are full of the undead.

The bill of fare they were given for the inn listed only offal, corpses, and bonemeal. All for the price of days of their lives. Instead, Domago casts create food when they have all rested. The food is a bland porridge but nourishing and much better fare than the inn provides.

Downstairs that day they speak to the necromancer and learn his name is Hukeesh. He is another living visitor to the city of the dead. Something he tells them is not all that uncommon. He has come to try and gain entry to the Mortis Arcanum, a school for necromancers.

Lakima asks Hukeesh if he has heard of Fenris. He admits that he has. He stayed at the inn for a time. Hukeesh says he does not know what became of Fenris.

“Perhaps Adroculus, the high priest of Orcus sacrificed him. Maybe Nacht the vampire lord has him acting on his stage at the Ruby chalice, or maybe dread Laminae the lich queen has taken an interest in him.”

“Laminae is here, is she,” Lakima muses.

Hukeesh nods and tells him that Laminae rules the city. On behalf of Orcus of course. Androculus the high priest of Orcus thinks he rules the city but the real power lies with the lich.

“I know two bits of knowledge that you will want to know,” he teases.

Lakima asks what he knows. Hukeesh tells them his price is 2 days of life. When Lakima refuses, he instead suggests he would tell them his secrets for some spells. Lakima pulls a spell book he looted from a desert tomb. Hukeesh examines it and agrees to the trade.

“The bounty hunter has betrayed you,” he says. Hukeesh tells them that the bounty hunter plans to trick them into entering the temple or Orcus where they will be ambushed and then sacrificed to Orcus.

Secondly, he tells them that he does not know where Fenris is now, but he knows someone who might know.

“Seek out a waif-like lost soul named Eris,” he says. He explains that Fenris seemed to adopt Eris for some reason. “He kept her close when he was staying here at the inn.”

Now that Fenris is missing Eris had to go back to the slums. Hukeesh advises that they hurry as someone weak like Eris will not last long in the slums.

“Okay we have a new mission,” Lakima tells the group in their room.

Lakima tells everyone to pack up and he explains what he has learned. They quickly head back into through the city and out into the slums. They try asking some of the undead if they have seen a young woman named Eris but have no luck. Lakima has to threaten some of the undead to get them to back away.

They decide to just wander the paths through the slums. Grasshopper is the first to spot something. He sees a thin, lost soul being harassed by a group of wights. They hurry to the rescue and Domago turns the undead with his holy symbol. The undead flee.

“That might not be a good idea,” Lakima says, “It draws attention to us.”

Hurrying over to the thin figure they find it is a drawn, fearful waif. She nods when they ask her if she is Eris. She is clearly scared of them until they tell her they are friends of Fenris.

“You are the adventurers of whom he spoke,” she says in awe.

Lakima assures her that they are. They speak to Eris and learn she met Fenris on her first day in the city. She was being harassed by undead who were drawing her life away. Fenris intervened and chased off the undead. At first, she assumed he planned to take her life himself but instead, he protected her and let her stay in his room in the inn.

“Do you know where we can find Fenris,” Lakima asks.

Eris tells them that she is not certain. But she thinks that the Lich Queen Laminae took him to her mausoleum. That is what other lost souls have told her.

“Can you guide us there?” Lakima asks.

Eris nods but says that she is terrified of entering the city again. Lakima assures her that they can protect her. With Eris hiding in Lakima’s shadow the group re-enters the city. They take the main street through the lower ward and up into the upper ward. Here there are large buildings, more mausoleums, and a few shops selling unsavory goods. Lastly, they climb stone steps up to the upper ward.

“What is that place?” Lakima asks pointing at a walled building. The sounds of music and laughter can be heard.

Eris whispers that it is the Ruby Chalice, the lair of the vampires. She says that Fenris went there on occasion to trade. She was always afraid for him. Eris leads them to the largest stone building in the city. An enormous black stone mausoleum with a red-tiled roof. A single door of stone marks the entrance. There are no guards or any souls or undead anywhere near the building.

Lakima tells Grasshopper to check the door and they are surprised to find it unlocked and untrapped. Inside they find a short hall leading to another door. Lit torches light the chamber. Outside only Eris remains fearful to enter.

“Come with us that is the only way you will be safe,” Lakima says and turns and enters the hallway.

“Will you protect me,” Eris asks Aldus clutching at his hand. “Knights are in the thick of the fight I have no time to watch you,” he says.

Eris turns to Eathwund, “Will you protect me?” Eathwund nods.

Assured of Eathwund’s protection, Eris joins the others in the hallway as the outer door opens.

Grasshopper opens the door and they see a five-foot-wide hallway. This leads to another hallway, an intersection, and still more hallways.

“It is a maze,” Grasshopper says.

Eris tells them that they say that Laminae can control the maze with her mind. Moving the walls and setting off traps. Only those she wants to meet can find her.

Lakima is less impressed, “We will find her, and force her to give up Fenris.”

Grasshopper asks about the arrow of direction but Lakima tells him he has exhausted the charges. Domago also says he has no way of locating a person. They continue down hallways. Grasshopper detects and disarms several traps. He also sets off two traps. One is a lightning bolt trap that strikes him and one is a trapped hall where spears fire from the walls hitting Grasshopper, Eathwund, and Aldus.

Entering a slightly larger chamber Grasshopper stops when he sees a magic circle painted on the floor. As Lakima moves to examine it a monster is summoned into the circle. An enormous armored four-legged beast with a shark-like head.

“A bulette!” Grasshopper yells. He tries striking the beast but its skin is too hard to be damaged by his bare fists. Eathwund and Aldus attack with their swords and soon blood is being sprayed everywhere. Aelshara casts a magic missile and fires two missiles into the creature’s side. After a brief battle, the creature is killed, and moments later it vanishes.

“That’s odd”, Aldus says.

“It is a summoned creature,” Lakima says, “That is what happens to them.”

It takes another hour of searching but they finally spot a stone door at the end of a hallway. Grasshopper finds one more trap leading to the door and he disables it. He then moves up to examine the door.

“The door is open, come in my guests,” says an ethereal female voice.

“I guess we step into the parlor,” says Grasshopper.

He is the first to enter the chamber followed by the others. Eris hides at the doorway afraid to enter. They see a chamber that is a tomb but also a decorated sitting room. A beautiful woman sits on a wooden throne at the far end of the room, her hand resting on a crystal ball. Nearby is an open coffin resting on a stone dais. Tapestries of dark violet line the walls.

“Step closer adventurers I do not want to shout,” the woman says, “I am Laminae, ruler of this city.”

The group steps forward and they catch the scent of rot under the smell of perfume. Up close they see that Laminae has grey, sallow skin and is clearly dead.

“We have come for our friend Fenris,” Lakima says, “Is he here.”

“I have him in a safe place.”

“Why did you take him” Lakima demands.

“I felt him reaching out to the land of the living,” she says, “I wondered what kind of fish I might catch if I used him as bait.” She smiles at the adventurers.

“You had better let him go; we have killed more powerful creatures than you,” Lakima says.

Laminae seems amused by this statement.

“In this city, I am like a god, you cannot harm me.”

“Don’t be so certain of that!”

Laminae suggests to them that she might be willing to part with Fenris for a favor. When asked about the favor she says it is something well within their abilities.

“Why don’t you do it yourself then if you are so powerful,” Aldus says.

Laminae does not answer. Lakima asks about the favor and is told that there is a beast in her city she wishes to be removed. If they destroy the beast and bring proof back to her, she will give them Fenris. She explains that anyone in the city can direct them to the lair of the beast.

“If she is so powerful, why does she need us to fight this beast,” Aldus asks Lakima.

“Because I do not wish to dirty my hands young Aldus,” Laminae says.

Lakima agrees to her proposal and Laminae asks them to sign a contract. Lakima absolutely refuses to do this telling her that he has had issues in the past with the fine print on contracts. Grasshopper asks to see the contract and Laminae hands it to him. As she steps closer Lakima’s light spell on the staff of power goes out. Grasshopper reads the contract and shrugs telling Lakima it looks okay.

“No contracts!” Lakima says.

Laminae does agree to this eventually. On her word, she says she will return Fenris if they kill the beast. She then waves her hand and all of them find themselves standing outside the mausoleum.

“Let’s find someone who knows where this beast lives,” Aldus says.

“I know,” Eris whispers to Eathwund.

As the others walk off, Eathwund turns to listen to Eris. She explains that everyone knows of the beast. Laminae has sent many demons and champions to kill it and all have failed. It lives in a red-brick mausoleum in the middle ward near the ledge that marks the border. Hurriedly, Eathwund catches up to the rest of the group with Eris and explains what she told him. Lakima asks if she knows what manner of beast, they will be facing but she shakes her head.

Eris leads them to a red-brick mausoleum in an empty field at the base of the wall leading up to the upper ward. The ground before the mausoleum is littered with the bones of dragons, giants, and demons. As they near the door of the mausoleum they see a collection of skulls lying on the ground. Some of the skulls have the tell-tale horns of demons.

“I’ll kick in the door,” Aldus says and steps toward the door.

“Wait, it is made of iron,” Grasshopper says. He moves up to check the door for traps. He sees a circle of protection on the ground before the door.

“It is a protection from creatures of law,” Domago says puzzled.

Grasshopper knocks on the door and they hear a deep and powerful voice.

“WHO DARES CHALLENGE ME!”

They decide to draw the beast out so they can encircle it. Grasshopper opens the door and they see a hallway leading to an open archway. White mist swirls in the doorway blocking their sight. Pillars hold up the roof and demon skull trophies hang from the pillars with lit candles atop them.

Aldus and Lakima try yelling challenges into the room. Aldus calls the beast a coward and Lakima clucks like a chicken. There is no response to any of their antics.

“I guess we go in after it,” Aldus says and enters the hall.

All of the adventurers enter and Eris clings to Eathwund’s shadow. Grasshopper advances to the swirling mists but he cannot see through it. He feels a deep cold from the mist.

“This is like the mist from that death knight I fought,” Aldus says.

He tells everyone to be ready and then he plunges through the mist arriving in another chamber unharmed. A painted wooden screen blocks off a portion of the chamber. The paint long since faded. A small table holds a blue crystal in a jar and a mirror. Before him, seated on a white chair is a grey figure of a woman with grey-feathered wings springing from her back. Her eye sockets are deeply sunken and only pin-points of light reside within.

“Are you assassins sent by the Lich Queen?” she asks in a tired voice.

“Are you the beast?” Lakima says.

The woman looks at him and says, “Come champions, let us get this over with.” She rises up from her chair slowly in some pain.

Aldus takes a step forward sword drawn.

“Wait!” Lakima says.

He suggests to the woman that they might be able to work out a non-violent solution. He explains that the lich has their friend and they need to kill her to get him back. The woman asks why they are wasting her time. She grows weary of all of the killing.

Lakima asks her if she is a fallen angel.

She nods, “I am Sotira,” when no one responds she says, “Has the world already forgotten me?”

Lakima admits he has never heard of her. He looks to Domago who also shakes his head. Sotira tells them that she was once the mightiest and most beautiful of the celestials. That was the reason for her fall. She grew full of pride in her abilities and her appearance.

“Now my beauty has been taken from me until I can recover the shards of my soul.”

Lakima asks about this and learns that to learn piety her soul was shattered and flung in the river Styx. To regain her place in the heavens, she must recover the shards of her soul. She came to the abyss searching for the shards. She is drawn to them and the first few were easy to find. Later shards had gained new owners, demonic owners and she had to defeat them. It took years and meanwhile residing in the abyss was slowly draining her strength.

“Now only three shards remain, but they are guarded by demon lords and I no longer have the strength to defeat them. I tried a dozen times but each time I was driven away. Now I wait here until I fade to nothing and am tossed into the pit.”

“Perhaps we could help you if you could help us,” Lakima asks.

Lakima asks if she could help regain their friend. She explains that in her current state, she could not face Laminae. But if they could regain her soul, she could do it with ease. When Lakima asks if she can transport them back to the material plane, she tells them that there is no need. The boatman will know where they need to go. They need only pay him.

Lakima turns to the rest of the group and they all agree. Sotira tells them that the three soul shards are held in the Caves of Avarice. She warns them to be wary of the temptations found there. She tells them to make their way to the river Styx and the boatman will know where to take them.

Sotira also suggests that Eris remain with her where she will be safe. Lakima is concerned that Laminae may be spying on them and asks Sotira if she can help since she is warded from Laminae. She agrees and tells them that she will use up a lot of strength but she will magically hide them from scrying. The adventurers leave Eris behind and make their way back to the canyon and the bone gate. From this side, the gate opens easily. They make their way through the gate and see the river Styx in the distance.

Fallen Angel





Thursday 15 February 2024

Hiding in Plain Sight

I got one more session out of the (Fake) Tomb of Horrors adventure. Getting 12 hours of gameplay out of this short adventure was unexpected and welcome. It means I do not have to write anything for another week. The direction the players needed to go did not have any obvious clues and they just missed out on it - assuming that if there was more dungeon to explore the entrance to the Underworld must be ahead.

Session 150: The Tomb of Horrors

Lakima (human magic-user), Eathwund (human fighter), Aldus (human cavalier), Grasshopper (human monk), Domago (human cleric NPC), Aelshara (half-elven fighter/magic-user NPC).

The members of the Company of the Black Dragon joined by Aelshara are resting in a safe haven in the Tomb of Horrors. Domago finishes communing with St. Aleena and tells the others that he knows the way forward.

Domago casts Find Traps and takes the lead of the group. He leads them to the hall of doors where they find water leaking out from under one door and draining under the wall (Clue!). Domago points at the wall and tells them a secret door is there. With some searching, they find and open the door. Beyond the secret door, they see a long hallway. Partway down the hall they come to an arched opening leading south. In the distance, they see a large open pit trap. Grasshopper suggests searching the hallway to its end but Domago tells him he can see that it is trapped. They decide to go south.

The large pit trap is 10 feet deep and the bottom is lined with rusty iron spikes. It extends from wall to wall and is 20 feet long. Lakima solves this obstacle casting Luminous Bridge over the pit. The entire group heads south and they pass through a door and find they are in a dead end. Lakima uses the wand of secret door detection and finds a secret door in the west wall. This leads to another empty hallway. But the wand again finds a secret door with a peculiar lock.

“It looks like it might fit the stone key we found,” Grasshopper says.

He tries the key and once entered it turns of its own accord and the stone door slides to one side. Inside they see a large chamber with many golden pillars. The thin pillars holding up the stone ceiling look like they are made of gold. Aldus moves to one pillar to check but Lakima tells him not to touch the pillars.

“Look a throne!” Grasshopper says, and points to the south wall. A black throne with skulls for armrests sits on a stone dais. Rubies glint in the eye sockets of the skulls. Aldus and Eathwund move south toward the throne but Domago and Grasshopper head further into the chamber. They spot a dim light coming from the west wall where they see a large arch.

“There is a door over here,” Grasshopper calls out.

The group approaches the stone archway set in the wall. The archway appears open, but they can only see swirling grey mists. As they get close three stones in the arch light up. One stone is red, one is green, and one glows yellow.

Mysterious Portal

Lakima asks everyone to step back and the glowing stones go dark. Then he asks first Domago, then Grasshopper to step toward the archway. Finally, he does the same. The stones light up the same regardless of who is close.

“Let’s check this throne,” Lakima says.

Using his magic lens Lakima views the throne. It radiates strong magic. Domago voices concern that it could be evil. Lakima pulls a 10-foot pole from the bag of holding and gives it to Aldus. Aldus touches the throne and there is a crack of thunder and a cloud of brimstone appears. As the cloud clears, they see an enormous demon standing on the dais, with dark skin, a horned head, and bat wings.

“A pit fiend!”, Domago yells.

Eathwund and Grasshopper both attack with swords but they miss. Aldus strikes the demon with his sword and cuts it deeply, black ichor weeps out of the wound.

The Pit Fiend

“Begone!” Domago yells casting Dispel Evil causing the demon to vanish.

“It will only keep it away for a few minutes,” Domago shouts, “We should leave!”

“We need to destroy it,” Lakima says, “Let’s prepare to attack it when it returns.”

Everything gathers surrounding the dais. When the pit fiend returns a few minutes later they all strike at it with their weapons. The pit fiend roars in anger and slashes at Eathwund and Aldus with its long claws drawing blood from both fighters. After a few more hacks and slashes the pit fiend collapses and it burns away to a pile of soot on the floor.

“Quick take the gems, Aldus!” Lakima says.

Aldus carefully removes four large gems from the throne and hands them to Lakima to be put in the bag of holding.

The group goes back to check the strange archway again. Lakima touches the green glowing stone but nothing happens. Telling everyone to step back he takes the 10-foot pole and pokes it into the mist and he instantly vanishes.

“Lakima’s gone!” Aldus shouts.

Grasshopper immediately jumps through the arch and vanishes. Shrugging his shoulders Eathwund also steps through.

Elsewhere in the tomb, Lakima arrives in a small 10-foot-square room with no exits. A moment later Grasshopper and Eathwund arrive. Then, after a short pause, Aldus arrives followed by Domago.

They look about. The small chamber is immediately familiar. Four skeletons lie on the floor and the walls are covered with crude paintings of dying adventurers. They realize they are in the prison chamber they entered once before. Knowing this, they trigger the secret door they previously found and make their way down a hidden corridor and up into the chamber of four statues.

“Hey, where is the half-elf,” Lakima notices.

Domago shrugs, “I guess she decided not to follow us.”

It takes some time but they make their way back to the room of golden pillars. They find Aelshara sitting near the portal. She does not say anything but nods to them.

“Right, let’s see if there is another way out of here,” Lakima says. He takes out the wand of secret door detection and checks the walls of the chamber. He finds the trigger for a secret door on the south wall.

“This is the way forward,” Lakima says and waves everyone over.

Grasshopper takes the lead down pit trap-filled hallways. Eventually, the hallway comes to an end and turns right. Grasshopper finds a pit trap here and triggers it open.

“The stone floor has changed,” Grasshopper says as he steps around the pit. The hallway he has entered is very long extending out of sight. The stone flagstones are smoother and better fitted together than elsewhere. He also can see that the hallway ascends at a low degree.

As he makes his way down the hall toward a door on his right, he hears a low rumble echoing through the dungeon. The rumbling sound gets louder and seems to be moving closer. Looking about Grasshopper does not see anything moving. It sounds like a stone rolling over stone. Eathwund and Lakima retreat around the corner of the hallway. Grasshopper also begins to slowly back away. Then picks up the pace as the sound gets closer. The walls and floor are shaking at this point. As he reaches a pit at the start of the hallway, Grasshopper leaps over it and feels a stone boulder brush against his leg. There is a tremendous crash and then the noise and shaking stops.

Grasshopper reaches out with his hand and feels an enormous stone boulder sitting half in the pit trap. Using his hands, he measures it at eight feet in diameter – and invisible!

“An invisible stone trap,” Grasshopper says in awe.

All of the adventurers can squeeze by the stone and they make their way down the hallway stopping to check the door. Grasshopper opens it and they see an alchemical workshop. The benches are covered in hundreds of beakers, bottles, and flasks. Large urns rest on the floor. A door exiting the room proves to be false but they see a message written on it in dried blood. The message is in an unknown language.

“It says, three keys are to be found. Each has one purpose and one curse. All eventually lead to your doom,” Domago translates.

“Great,” Lakima says.

Lakima grabs a number of the liquid-filled bottles and puts them in the bag of holding and then they leave the chamber. Using the wand of secret door detection, they find a secret door and continue south. Long hallways lead south and then west frequently they head down flights of stone steps. Finally, a door leads into a dark chamber with thin pillars holding up the ceiling. Valuable gems are set into the pillars filling the chamber with reflected light.

“Don’t touch the pillars,” Lakima advises.

In an alcove, they find a coffin made of black wood with a gold-inlaid lid. As they step near to it a prismatic wall of light appears around the coffin.

“I know how to deal with this,” Lakima says and he casts an Anti-magic shell. As he steps near the coffin, the wall of light winks out of existence (this was a GM ruling by me, the rules in Swords & Wizardry are not clear on whether this would work. Later editions specifically stated that anti-magic shell would not dispel prismatic sphere). Lakima tells Aldus to open the coffin and inside they find an old corpse wearing a jeweled crown. Around the neck of the corpse is another strange key that looks like the stone key they found earlier, but this one is made of translucent crystal. Aldus grabs the crown and the key, yanking the head off of the corpse in the process. They search the coffin but do not find anything else. Once Lakima and everyone step well back from the coffin the wall of prismatic lights winks back into existence.

Not finding a new exit from the room, Lakima uses the wand of secret door detection and locates another secret door. This one opens into a rough-hewn hallway of more primitive construction. They follow the hallway for a fair distance with Grasshopper checking for traps and Lakima using the wand to look for secret doors. Lakima finds a secret door but they discover that it will not open even when a concealed lever is pulled. Eathwund uses his giant strength and breaks the stone door off of its hinges.

Another hallway heads north from this door and the hallway they were in continues on to the east. They decide to move north. Grasshopper finds several more pit traps in this hallway and Lakima discovers a secret door in the wall right beside a pit trap. They open the door and Grasshopper checks the dead-end passage beyond. He spots a trap in the floor but he is unable to disable it.

“Can you hand me that long pole?” Grasshopper asks.

Lakima hands over the pole and Grasshopper uses it to tap hard on the floor. He sets off the trap and yellow-poisonous gas begins to fill the chamber from holes in the ceiling. The secret door also slides shut.

“How do we get by this?” Grasshopper asks.

Lakima tells everyone that he has an idea. Wielding his Staff of Power, he tells Grasshopper to trigger the door. Everyone else moves back. When the door opens Lakima uses the telekinesis ability of the staff to pull the gas into the hallway and push it down into the bottom of the pit (GM ruling again, would telekinesis work on a gas?). He then uses the wand to find a secret door at the end of the hallway. Grasshopper checks the door and finds that it is locked. The lock is a slot in the wall of the right size for the stone key. But the stone key, when inserted, does not open the door.

“We need another key,” Grasshopper says.

Leaving the gas at the bottom of the pit the group heads north and finds another room full of gas. This chamber is full of billowing black gas that blocks their sight and seems held in place by invisible walls of force. Lakima again uses the staff and pushes the gas aside so that they can cross the room to an opening. A stair leads down and then they find a small opening leading into the bottom of a pit. Grasshopper tries to climb up out of the pit but he finds the walls slick with moisture. Using a grappling hook attached to a rope he can climb out and help everyone else up.

They find themselves in a hallway that leads into a chamber. Strewn about the chamber are six or seven skeletons holding broken weapons and shields. An alcove to the south leads up to a black stone altar on which rests a skull.

“Oh boy,” Eathwund whispers.

“This could be the lich,” Lakima whispers back.

Cautiously, the group enters the chamber. The skeletons do not animate. While the rest look about the room, Grasshopper collects the weapons and throws them to the bottom of the pit (GM including several magic ones). They see that the skull has a shiny, silver medallion resting on its forehead. Lakima checks the room for secret doors. Grasshopper checks for traps. The entire group moves toward the skull. Grasshopper uses his sword to pick up the medallion and tosses it into the open bag of holding. Domago casts detect evil but does not find any. Lakima checks for magic and does not find any.

Opening the bag of holding, Lakima reaches in and pulls out the medallion. He examines it and finds it is covered with the holy symbols of gods of law. He puts it back in the bag.

“I think I know what happened here,” Lakima says, “These adventurers killed the lich and put this medallion on its head so it could not rise again.” Then Lakima puts the medallion on the skull once more. “We had better put it back.”

Lakima uses the arrow of direction and asks for the location of the key to the door they found. The arrow points back in the direction they came. The group wearily retraces their steps. Part way back he uses the arrow once more. It now points north.

“I will pray,” Domago says. He casts Locate Object and leads the group back to the alchemy lab they entered earlier. Domago points under one of the stone urns.

Eathwund lifts the urn and underneath they see another key and a leather glove. This key is made of ivory.

“Strange that there is only one glove here,” Grasshopper says and then he picks up the key with his bare hand. Grasshopper feels a wrench at his very soul and cries out in pain. He feels tremendous exhaustion as a part of his soul is drained. Domago rushes to check Grasshopper.

“I think it will pass once you rest,” Domago says.

“I know,” Grasshopper says nodding.

With the key in hand, the group makes their way back to the locked door. Lakima has to use another charge of the Staff of Power to get by the gas trap which still functions. Finally, Grasshopper inserts the ivory key into the lock, and the door slides to one side.

They see a short hallway leading to a room with diagonal walls. There is a large altar covered with a black cloth. A single skull rests on the cloth. In the chamber they see a large wooden chest with a dead body slumped over it.

“You’ve come to rescue me?” Lakima hears a strange, young voice in his head.

Lakima calls out asking who is there.

“Watch out – it will kill you,” the voice says, “I can help!”

Lakima tells everyone what he hears. The skull rests unmoving. The group steps into the chamber and suddenly the skull flies up into the air and spits into four separate skulls all with the same appearance. The corpse staggers to its feet and draws its sword.

“Look out!” a voice says in Eathwund’ head as the corpse swings a glowing sword at him. Eathwund easily parries it.

Grasshopper races forward and delivers an open-handed blow to a skull but it just bounces off. Aldus attacks with his sword. Aelshara moves up and swings a sword at a skull. Only Aldus can do any noticeable damage to one of the skulls.

“I think you need to use your most powerful magic weapons,” Aelshara cries out.

One of the skulls casts a spell and Lakima finds that he cannot hear what he is saying. He races back out of a zone of silence into the hallway. Lakima then conjures an earth elemental to attack the skulls. In the tight space, Aldus, Grasshopper, Eathwund, and Aelshara all swing their swords at the flying skulls trying to avoid each other and trying to avoid being crushed by the huge earth elemental. Grasshopper is bitten by a skull and he feels poison entering his body.

“Watch out,” he warns, “Their bite is poisonous!”

Domago casts neutralize poison on Grasshopper. By this time Eathwund has chopped down the animated corpse and it collapses in a heap. He hears the voice in his head calling out from the sword asking him to pick it up and wield it. Promising him fame and fortune.

Domago casts Protection from Evil 10-foot radius and steps forward forcing the skulls into the corner of the room. The earth elemental continues to swing its fists trying to connect to the flying skulls – hitting on one occasion. In the lull in the fight, Lakima waves his arms to get Aelshara’s attention. She races through the area of silence to Lakima. Lakima holds open the bag of holding and pulls out the censer of commanding water elementals.

“Summon a water elemental!” he says to Aelshara.

“We have to attack, the elemental is not succeeding on its own,” Eathwund yells. Aldus and Grasshopper nod grimly and all three move back into range of the skulls and attack. One skull flies up high and casts a beam of death at Lakima but he manages to leap to one side. Aldus connects with one skull smashing it against the wall and it crumbles into bone chips falling to the stone floor. Aelshara finishes the conjuration and a water elemental rushes into the chamber joining the fight. The elemental briefly slashes at the earth elemental but then Aelshara gets it under control. With the water elemental joining the fight, they are able to destroy one skull after another until all are gone. With relief, Aelshara dismisses the water elemental and Lakima dismisses the earth elemental.

Domago takes a flask of holy water from his belt to pour on the remains of the skulls but he finds that the water has gone bad. Everyone finds that the potions and water they have been carrying have gone foul.

“My healing potions!” Aldus shouts, “Nooo!” he cries as he sniffs a rancid potion.

Domago uses the decanter of holy water to pour everyone clean water and he pours more on the remains of the skulls. The skulls burn up into ash.

“Pick me up and wield me,” the voice says in Eathwund’s head.

“No!” Eathwund says.

The voice then begins tempting Aldus.

“Do you think it is okay?” Aldus asks Lakima.

“I think it is cursed,” Lakima says. He detects that the sword is powerfully magical. Domago tells Aldus that it is not evil.

“I am taking it,” Aldus says and he bends over and picks up the sword. He stands stock still for a moment while everyone waits in anticipation.

Aldus and Deathdealer

“I’m fine,” Aldus says. He sheaths the sword and mumbles as if conversing in his head with the sword.

Grasshopper examines the chest and finds that the lock looks like it might be opened by one of the strange keys. He tries the bone key and it does not work. But the ivory key opens the lock. Inside they find bags of treasure, scrolls, and a dozen bottles of poison. All of the loot (and the poison) is put in the bag of holding.

“We are no closer to finding the entrance to the river Styx,” Lakima says in frustration.

“My sword says it knows the way,” Aldus says. “It says its previous owner was in a group of adventurers who identified the way.”

Aldus explains that the sword says that the long-dead adventurers entered the dungeon looking for the lich’s treasure. The group's priest identified the portal in the chamber of pillars as being a gateway to the underworld so they avoided it.

The adventurers set out again retracing their steps and returning to the chamber of golden pillars. As Lakima walks up to the archway the stones begin to glow again.

“I don’t suppose the sword knows the way to open it?”

Aldus shakes his head.