9/30/2006
Chris: DM
Kathi: Tanji & Krysylys
JC: Neysa & Ana
At breakfask Rumblekin again brings up a pot of pickled fish much to the dismay of everyone's olfactory awareness. Ana nods civily to the gnome as Neysa, ever the diplomatic one, asks to actually try a small bit of the odoriferous repast. Ana politely declines remembering Tanji's experience the previous afternoon and settles for the nourishing (if somewhat bland) fare provided by Neysa's Create Food & Water spell.
When the subject of the missing gear comes around Rumblekin suggests that since many of the former inhabitants were killed outside defending the monastary that maybe we should start our search there at the location of the battle.
Before we pass back trough the statuary Rumblekin disables the pit traps by making the hammer of one of them actually touch the anvil it was hovering over. When we get through and back to the entryway where we had left the horses we discover them healthy and in good spirits, probably because the small fountain they've been drinking from contains holy water. Ana sets the mash (also from Neysa's spell) down in front of them and rubs Charger's neck in greeting.
When we get outside Neysa begins casting Locate Object while Ana and Krys keep a sharp eye out for the hippogriffs or any remaining groups of orcs. When her spell completes Neysa senses a strong emanation coming from somewhere near the base of the large vine covered tree, and a lesser one back within the mine entrance and below.
"It's there." She calls to the others pointing at the tree. Ana starts forward.
"Wait!" Krys calls. I think I've seen that vine before. She casts a quick Know Protection and confirms that it's actually a fairly ill tempered and malevolent thing that is immune to electrical damage and resitant to extreme cold and fire so there's nothing to do but hack our way through it. At first there is some resistance as the vines try to entangle our feet and arms but after a few rounds of forced exposure to the edges of our blades the resistance stops and progress is greatly enhanced.
Near the trunk of the tree we find an entangled skeleton. The flesh is gone from the body, and the armor is rusted and corroded, but sure enough it is wearing the iron holy symbol (the last part of the key) we are searching for. Rumblekin give last rites to his fallen companion and then removes the holy symbol.
We return to Balthazar's room to find out if there's anything else we need to know about the scroll or the entrance to the Chamber of Wonders. The old spirit shakes his head saying that he's never actually been in the Chamber of Wonders but that we should certainly be prepared for things that will impede our progress.
We proceed to the grand staircase. At the top is a large domed room with a seemingly starlit ceiling. Dominating the room is a LARGE statue of a blacksmith with a hammer raised over an anvil. In the four "corners" of the room (in the alcoves) are four smaller statues (that are still bigger than us) of iron clad warriors. At the base of the anvil are four gear shaped indents.
Rumblekin removes the holy symbols from their chains or cords and places them one by one in the indents. Ana tenses as the last one is put in place and taks a step closer to Neysa while trying to keep an eye on all five statues. When the final gear clicks into place the large statue (which Rumblkin has said is the Artificer) raises the hammer slightly and then brings it down to strike the anvil.
ZZZT! Ka-BOOM!!!
There is a massive spark, blinding flash and deafening thunder of impact that Blinds and Stuns everyone except Rumblekin. Oblivious to the fact the others have collapsed, and totally in awe at the power of the Artificer, Rumblekin leaves Tanji's side and heads toward the double copper doors that weren't there before and pulls the lever next to them that says 'Pull for entrance.'
Chamber of Wonders
At alcove all iron and steel is magnetized to the ceiling. Many treasures.
Wind-up horse
Hoppy frog
Rod
MUCH TREASURE (Gems, Jewels, Weapons, Armor)
End of session.
End of DM Rotation