Friday, May 25, 2012

Cult of Aois II

Read Part I first.

The giant spiders assaulting the heroes were borrowed from Greg Gillespie's Barrowmaze megadungeon. I chose these spiders due to Gillespie's "Blood-Thirsty" quality. Blood-thirsty monsters catch the scent of a PC's open wound and converge to attack the injured target en masse. These are particularly brutal monsters in low level play because hit points are precariously low.

The heroes rolled well for initiative and managed to swiftly kill the spiders with a few well aimed bolts before the blood-thirsty quality could come into play. The heroes noticed that these spiders had white scars that ran like streams (a divergence from Gillespie's design) over their faces and heads. The heroes don't know what these scars are from, but they will probably find out in a deeper level of the dungeon.


Skeletons were waiting silently behind the door to the north. These undead stood in formation in the claustrophobic hall that turned at a right angle behind them into the unknown. The heroes had a hard time hitting, let alone pushing through these restless foes. Luukol managed to turn the undead while Aever stood vigilantly between the dead and the living. The skeletons fled into the darkness and the heroes carefully followed.

Around the corner the heroes found a door with it's arch labelled, "Confessional." The heroes walked into the 10 by 15 room and saw that a screen had been slashed to ribbons in the east. Another room stood behind the ruined screen -- this is where the skeletons were assumed to have run. The heroes looted tapestries off the western and the northern walls before moving into the next room. Hamish, the party's hireling torchbearer was convinced to carry the loot. He didn't complain, he'd been asked to do worse things before...

The other side of the confessional screen displayed a room with much the same parameters as the last. But instead of tapestries lining the walls, delicate and ancient tomes crowded the walls. These books contain a history of the demon Orcus as well as the "summon" spell as it appears in James Raggi's LotFP Grindhouse Edition. A door to the south stood ajar. While the heroes tore through the books, Aever noticed the approach of skeletons from the southern door.

Using door-cover, Aever managed to brutally hack the lead skeleton away from the doorway. But even this did little to slow them, so Luukol was forced to unleash his darker aspect. He did not 'turn' the undead but chose instead to 'command' them to destroy each other. Once the bone dust settled, the heroes were able to move through the short hall the skeletons had been standing in.

The hall led to a grand eastern door. Inside the heroes found a mausoleum; four stone caskets rested in each corner of the room. From here, the heroes could hear a guttural and unholy song coming from behind a fine dark-wood door to the south of the room. A massive onyx chest  sat in the center of the room. A door stood ajar to the east. A lot started to happen very quickly.

Jareth used his ten foot pole to lift the lid of the chest. Inside he found his first familiar, a fox sent on Orcus' behalf. Faylor could stand the singing no more so he kicked open the southern door, tossed in a torch, and strode into the room. Inside he saw a massive chamber held up by classical pillars. Trampled scrolls and relic boxes littered the floor in a pattern of refuse mingling with a pile of corpses. A female elf stood silent beside an ogre who was chanting the vile ritual at the top of a staircase inside a humming magical circle.



Skeletons rose from the pile of dead and made their move towards Faylor who cast 'sleep' before retreating from the room. The elf fell unconscious in the circle, but the ogre stood unfazed. At the door the heroes did their best to brace the door against the skeletons, but the Ogre charged the door himself to see who was on the other side. The party managed to bloody his nose with bolt and missile, but they will be in real danger when he crosses the threshold.

Once Jareth got sight of the ogre he fled, backtracking the route the party had made. Stumbling with the treasure and his hireling, Jareth ran into the half-dwarf the party had had terrified the day prior. Jareth tried to calm the mysterious half-dwarf, but succeeded only in startling him further. Jareth caught the half-dwarf's axe in the eye, falling into a well of dreams drank by his demon patron.

Read Part III.

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