Date: 5/5/96
Players: JC, Chris, Richard, Lauri, Kathy
Characters: Rio, Glow, Raagnar, Elrin, Beccah, Dre
We pass the point where the Umber Hulks came from and after a brief examination continue on. Just a minute or so later we hear a high voice singing in common tongue coming from a room upcoming on the right. Dre goes in to investigate and after a few minutes Raagnar and Elrin go in after her. They come stumbling back out a few seconds later speaking of magical darkness and silence within. They go back in holding onto a small silken rope, which VANISHES immediatly thereafter. They do not return after 5 minutes or so and then, surprisingly Dre comes out of the darkness. Rio asks whats going on and Dre says they discovered some sort of teleportation device that transported the three of them to 'somewhere else in undrmountain'. Fortunatly it was a two-way thing and now we're just waiting for Elrin to return. After a couple more minutes Dre goes back in and a moment later returns with both Elrin and Raagnar. The barbarian is disturbed that he's lost his regular sword somewhere as he's realized that he's been using one he very recently picked up earlier in UnderMountain. Rio asks to examine it and Raagnar gladly hands it over for a brief examination. The druid holds it for a moment, sensing nothing, and then returns it to his tall companion.
Continuing on we come to a well worn door that we must pass through. Dre is able to determine that it's both locked and trapped. She is able to remove the trap and retrieves a small bladder of liquid that she is pretty sure is a gasous weapon. We wrap it carefully in a scroll case. Sadly she can't unlock it so Elrin tries to use his newly enhanced strength a literally smashes the door which sets of some kind of magical trap. There is a strong magical discharge and all of a sudden all our magic stuff is now glowing brightly, everything except Glow and Dre who have lost all of their magical items including Dre's ring which is, WAS, protection from Angstrom's magic. Deciding to find a place to rest and recuperate we continue on to a point where the map says there's a defensible room, but before we get there several 'Rust Monsters' apppear from the passageway ahead and attack Raagnar and Elrin. Several of the group is suffering headaches from the auras around magical items and are at a disadvantage in melee.
MELEE
The monsters really are only interested in the warriors armor and are fairly easy to dispatch. Unfortunatly Elrin's armor is completly destroyed along with Raagnar's new sword when he hit one of the rust monsters. He puts the hilt away and draws his two-handed sword which promptly disappears only to be replaced by the hilt of what is... was... obviously a cursed sword. We get to the room and rest for lunch and a needed break. Rio casts 'Detect Evil' on the hilt and it is. He then casts 'Protection from Evil' on himself and then 'Dispel Magic' and 'Remove Curse' on the hilt. Both spells seem to be effective and Raagnar is again able to draw a weapon without it being replaced. Elrin gives Raagnar the long sword he got from the rapist that was killed. During lunch the aura around magic items ceases and Elrin discovers that Dre's and Glow's items are magical. Apparently they were only temporarily disabled. "Whew..." Glow thinks to herself. We stay long enough to have lunch, bind wounds, and rest for a few minutes before continuing on. We've been down here now for about 6 hours.
Continuing on we come to a point where we can hear water dripping and there's a dank musty odor. The air becomes chill and laden with moisture. We make it to a small flight of stairs leading up and shortly beyond a closed door. Dre is able to easily pick the lock and we continue. The moisture and odor has become much stronger. The walls have become slimly. We get to an intersection and can hear a slithering scratching sound from one direction. At this point, according to the map we can go in either direction. We choose away from the sound and head upstairs. Soon the odor becomes palpable and we come to a room which is a huge shaft. There is no ceiling and above us is only darkness. Below, perhaps 50' down, is a river of slowly moving mud. The bridge across is covered with a glowing slime. We decide that Beccah can cast 'Fly' on Elrin and Raagnar who can then carry Dre, and Beccah, one each and also Glow as a squirrel. Rio changes form into an owl and flys across last. Not wanting to waist the remainder of the fly spell we continue at the accelerated rate of speed and quickly get to the stairs leading down to the next level where the first thing we come to is a closed door. Dre examines and then opens it. We continue flying but shortly thereafter the fly is somehow dispelled by a portal we pass through. Back to walking we continue on. Raagnar, with Rio on his shoulder in owl form, Dre, with Glow in squirrel form on her backpack, Beccah and then Elrin in the back. We come to a web covered door that we do not need to go through and pass it on.
Continuing on we pass a cooridor that smells vaguely of sulfer and then come to a point where there are several side cooridors. Before we get there we pass over a trap and spears come up out of the floor. Elrin and Beccah are hit and Beccah slumps to the floor poisoned. Out of the passages ahead come a group of ratmen who attack. Rio flys overhead and lands on the other side of the ratmen. Four follow him and advance to attack. The druid becomes a large grizzly and wades in for battle. Glow goes back to heal the downed Beccah using Cell Adjustment.
MELEE
The battle lasts for 10-12 rounds, as there's a buch of them, but we are of course triumphant. During battle Glow continues to heal Beccah for 4 rounds and then becomes human again and assesses the battle. Not seeing any immediate need to do anything she hangs back with Beccah and watches as the fight continues. Dre seems to be taking the worst of it but continues fighting valiantly. We find a small key among their possesions. After searching them we figure that it's probably coming on late afternon and check the map for a good stopping point for the day. We spot a single room with a door and decide to go for it. It's only a little bit out of the way and looks like it could provide a safe shelter. Before heading for it Rio casts 'Cure Critical Wounds' on Dre.
We set off again and a short distance ahead is another door which Dre is able to disarm and unlock. She retrieves another small bladder of some type of gas and tucks it safely away with the other. As we advance we trip another trap. Vents of fire shoot out from the ceiling and Rio takes some minor damage. We're back to our usual marching order and are approaching one of the last turns before reaching our desired destination when several flying serpent-like creatures attack. They spit acid on their first attack hitting Raagnar for some good damage to himself and his clothing and armor.
MELEE
By the time Rio casts 'Hold Animal' there are only 2 of the 5 left. He is successful with 1 which drops to the ground. The last has wrapped itself around Dre and looks to be trying to choke her. Elrin grabs it and using his great strength crushes and kills it. Raagnar has killed the held one and Rio examines the corpse. We continue on the remainder of the short distance to the room. When we pass a large opening a group of small furry creatures comes out from behind us. They don't look too intimidating and as they rush towards us from behind Rio, still in bear form, stands up and ROARS at them. They retreat back they way they came and after just a few more moments we reach the room we're going to use for shelter. Dre unlocks the door and we search the room carefully before getting comfortable. Elrin finds a small locked chest which Dre announces is magically trapped. Rio and Dre use all their healing abilities before resting. Raagnar makes sure the door is closed well and locked bhind us.
Pick up next session with the beginning of the rest period in this room.
END SESSION
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