A Classic Rock Station Pipes In Over the Dungeon’s PA System…

Here, there be mortality!

Fiona: Lightfoot Halfling Rogue (Jenny)
Thalia: High Elf Wizard (Kurt)
Gallan(t): Wood Elf Fighter (Christina)
Ahfa: Human Paladin (Brent)
Zulu: Dwarf Cleric (Javin)

Saturday Night’s All Right For Fighting – The Desecrated Temple

After dispatching the tiefling, the party decides to check out that huge crevasse room a couple doors back. Five dead orcs and three dead goblins later, it is determined by the holy people in the group that this room was once a temple to the deity Nerull. It has since been taken over (and desecrated) by beings who seem to follow/worship the demi-god Iuz. It’s not the first time our noble champions have heard this name since their arrival in Greyhawk.

After a quick, little looky-loo and a score in some small change, Zulu and Ahfa’s investigation turns up an interesting fact: there are far more sleeping mats located in this room than the number of dead bodies. Which would seem to indicate that more nasties are out and about in the dungeon. There is now a little more urgency to press on and keep moving.

She’s As Cold As Ice – Statue Room/Trap

In an effort to leave no stone unturned, the party explores one last little corridor before heading back through the exit located in the tiefling room. A small chamber houses a marble statue of a sternly beautiful woman. Her arms are extended as if in welcome and she holds a staff in one hand. Upon a closer look, the statue face is impassive and cold.  However, more concerning are the two skeletons sprawled at the statue’s feet.

A jarring, disjointed placement, indeed.

The cleric notes dark stains underneath the skeletons and quick Medicine check determine the cause of death by beheading and de-legging (officially, blood loss). Proximity to the statue indicates the beautifully stoic woman is not everything she/it/they seem.  And now, the rogue can easily see the different-colored stones in the floor and she realizes they are hidden pressure plates that trigger some kind of trap. Judging by the dead body injuries, it was something deadly and sharp. Major ouchies.  The skeletons are dressed in yellow trousers and black tunics. The clothing looks somewhat familiar to a few members of the party. More importantly, though, Fiona spots TREASURE CHESTS near the statue’s base. Now that she knows the secrets to avoiding the traps, she can get closer without setting anything off.

And the chests are fracking empty. What a waste.

There is minor coinage in the dead men’s pouches along with the discovery of a gold ring with a red stone. A gold ‘V’ made of serpents are embedded within the crimson jewel. Naturally, it gets pocketed for later consideration.

Black Magic Woman – The Succubus and the Blackguard

Beyond the tiefling room, our fearless crew enters another chamber, this one larger in space and much more sumptuous in decor and furnishings. The paladin fearlessly peeks in and immediately sees a bed, where the tear-stained face of a woman greets him. Her clothing is ripped and in tatters and she appears to be in distress.  With the rescue complex we all know Ahfa has, he bursts into the room and rushes to her, intent on liberation. However, in a failed Wisdom check, he suddenly finds himself under the mental control of the woman and he vaguely realizes she probably wasn’t in any danger…but who cares because she is beautiful and amazing and everything he has ever wanted. Her desires are his desires…

Which now includes thwarting the members of his own party.

Faster than the paladin can lay hands on himself, he’s swiped his mighty axe at the rogue for 7 points of damage. Fortunately, Gallant wades into the fray and in the subsequent grapple attempt, Ahfa smacks his head on the floor and comes out of his trance. He has a hard time believing he actively tried to kill one of his friends.

Figuring magic will fare better, Thalia strides over to the bed. One failed Wisdom save later, the wizard is suddenly moved to enter the chamber beyond this one.  Fiona’s ball bearings aren’t enough to stop Thalia, so she does the noble thing and follows the wizard on through. Once the rogue and wizard step through the door, they find themselves in a dim room with a massive black-armored figure wielding a sinisterly glowing sword.  The figure booms out, “How dare you enter my domain? Now you will pay the price.” When Thalia snarks out, “what is the price?” The menacing humanoid responds with “Your lives.”

Meanwhile, Gallant, Zulu and Ahfa have a fight on their hands. They’ve just discovered they’re not up against a helpless domestic violence victim, but a vicious, winged succubus. Not only is she mucho evil, but she can fly and has a frightening claw attack. Ahfa has a despairing moment as he reminds the succubus that he tried to help her earlier, but she is unmoved. But because good will always conquer evil, the group of three easily dispatch the fiend (well, technically, she escapes through a magic fog to a different plane of existence).

Back into the blackguard room, Fiona powers up with a healing potion and Thalia casts Mirror Image x 3.  Eventually, though, retreat is the order of the day as the terrifying aura of the towering blackguard is more than the two can handle. Time to get back to the rest of the crew.  Smart.

Everybody Was Kung Fu Fighting – The Blackguard Returns

Reunited in the succubus room, the party takes deep breath and recovers their wits. Thalia, in particular, is highly traumatized after being charmed by a succubus and frightened by a scary soldier-guy. However, her pleas for help go unheeded and the rest of the group searches the room (Ahfa finds an empty ring box).  Eventually, the party has a choice to make: exit the dungeon the way they entered OR proceed on through the door Thalia and Fiona just came back through to see what lies beyond. But…scary black-armored soldier guy is on that other side.

Whew. Deeeeeep breath everybody.

As the group nears the door, the overwhelming sense of evil seeps into their bones. This prompts Ahfa to cast Spectral Weapon as he says he’ll “see the creature’s bright sword with his bright axe.”  Other players ready their weapons as well. Upon opening the door, the players notice the room is empty, but Gallant and Fiona suddenly feel an paralyzing sense of fright (disadvantage on rolls and restrictive movement).
Crowding into the small room, the black-armored man’s menacing aura is hard to miss. But, our party is brave if nothing else and the battle is underway. Gallant is the first to take significant damage, and when Thalia attempts a Shocking Grasp at the man’s feet, she receives 11 points of corrupted sword damages for her efforts.  Eventually, Gallant feels overwhelmed and flees the room to realign her chakras.

A few more swings and spells later, the black-armored man touches one hand to another and the entire room is engulfed in darkness. A door is heard closing before the dimness lifts. Death has been avoided for now, but our valiant fighters find themselves in various needs of healing and spell recharge.

The soon they get out of here, the better.

Sharp-Dressed Man (Well, Not Really) – The Cleric Rescue

The blackness goes away and the players see they are in a storage room of sorts and there is a door in the north wall. They proceed on through, spying out two cells (one appears to be occupied, one not).
In one cell is a young man, seated on the floor, and he appears to be in a catatonic state. He wears rags, but is covered with an ornately and clean embroidered robe. Standing over him is an skeleton, holding a bucket but there doesn’t seem to be any menace occurring now.  Despite that, Ahfa still takes it upon himself to slash at the skeleton, who collapses with ease and without attack.  Gray slop spills out of the bucket and the players realize this must have been some kind of crude gruel meant to keep the prisoner alive.

Thalia’s Arcana check tells her that the young man is wearing a Robe of Powerlessness. It only wields its true power when it is worn, but will not do harm if touched (or removed).
Oh, Gallant, in her flight, finally realizes no one is behind her and heads back to rejoin the group.  Upon having the robe removed, the young man straightens up and still appears dumb and speechless. He will recover, but will need a healing spell or two beyond the power of the group here. Thalia uncovers clues in the corner of the cell…this young man appears to be a cleric of some kind. Ahfa and Zulu totally space out for a moment on the type of deity, but Fiona suddenly recollects that the symbol is the one of Boccob the Uncaring. She remembers seeing the same ruby-tipped seven-sided star in their travels in the Clerkburg (College) part of town.  The general group consensus is now to get this young man back to Greyhawk for some curse-breaking.

Still Haven’t Found What I’m Looking For – Getting Loot and Info

The cell room appears to be the end of the road, and helping the sick cleric along, the questers make their way into the storage room. Here, they take a moment to look around and realize the goods here are the personal goody stash of that black-armored guy. And, boy howdy, does our party help themselves…to the tune of: 4 pearls, 2 rubies, 15 gold pieces, 20 yards of silk, ale, and brandy (the good stuff).  Back in the succubus room are several parchments on the table, and now the group has the time to riffle through them. The papers refer to an “G”, from “A”. The words on them indicate that 3/4 of the supplies have been gathered, but that there is concern about being discovered and expediency is key. Specific numbers include 34 orcs, 6 giants, and lots of goblins in addition to “reinforcements that may be forthcoming”.

Don’t Let The Sun Go Down on Me – At The Temple of Boccob in Clerkburg

About two hours later, the party, having commandeered a horse and cart to help schlep the schlumpy cleric back to Greyhawk, arrives at the south gates. The guards, because of the incredibly late hour, ask the usual questions. Another half-hour later, they bring the young man to an austere blocky-looking building. Several moments pass before a torchlight meets them at the door, and the older man who greets them knows exactly who they bring to the doorstep.

Altamaic!

A young acolyte tasked with message running to and from Greyhawk, Altamaic had been missing for about three weeks. The assumption was that he’d run off or fallen into bad times with all the raids happening along the roads. The older cleric calls for assistance and indicates to the group that they can lift the curse easily, but that Altamaic will most certainly need rest. The cleric also asks the party to return tomorrow as Altamaic will certainly want to speak with them…which the party agrees to, but only if they can bunk in the temple for the night.  It’s late and shenanigans are afoot in Greyhawk at this late hour.

The Boccobite clerics are incredibly grateful for a safe return of one of their own and as such, have no quarter with this ask.

Does anyone else feel this has been the longest day for these players EVER?   Well, anyway.  Many more adventures await, no doubt.

So, Goodbye Yellow Brick Road,

Your Scribe, Heather