Most Tenacious Enemy – the traps
The Bigger They Are… – Bone Golem, but didn’t fall too hard
The party, bruised, battered, yet victorious, returned to their camp, bringing the unconscious Allynfred with them, and spent the next day memorizing and casting healing spells, recovering and resting in preparation for what they hoped would be the final part of their quest to destroy the evil book. As the dwarf would need a week of rest to bring him back to fighting strength, he stayed behind to guard the camp and Trathonax the Ranger accompanied the party on the return trip to the Tomb of Kings.
Our intrepid adventurers entered through the Main Gallery and straight to the revolving passageway, newly-won second key in hand, and spent about thirty minutes figuring out the sequence to rotate the walls to reach the back passages that they figured were there. Once this puzzle was worked out and Exex helped determine no traps or monsters waited on the other side, Darmok and Garath checked further beyond, discovering a narrow winding side passage. Garath deciding to spike open the doors as they went served them well, for at the end was a room which began spewing gas when they entered and they ran like hell for safety. They finally found twin ramps, north and south, leading down into the heart of the hill. Everyone stepped into the rotating passageway and then proceeded down the north ramp.
At the end of the north ramp a large room, with double bronze doors awaited; the thieves failed their checks for traps, so the party decided to exercise caution and open the doors from a distance by tying a rope to the door’s pull ring. As everyone backed onto the ramp, Paddy, standing just at the entrance to the room, pulled the door open – revealing a blank stone wall, and at the same moment an iron grate fell to block the ramp, right where the halfling stood. He managed to dodge and was just slightly injured.
They fared better with the south ramp, which opened into a great processional corridor depicting scenes of the region’s past and it’s rulers. Stretching 300 feet northward, it finally narrowed and turned east, then south, bringing them to a four-way intersection. Just south of here was a pressure plate, undetected by the thieves, which released a huge stone block that nearly crushed Darmok, Garath, and Paddy (who was grazed enough to take damage).
They went east and fought skeletons. They went west and fought skeletons. They went south and fought skeletons – in a big room, a pair of double-doors at the end, and a huge bronze-and-bone statue that animated into a 9’ tall, four-armed hawk-skulled bone golem. Bobill’s Cloak of Arachnidia entrapped the skeletons on the east side, the clerics attempted to Turn Undead to the west side but only succeeded in turning four, and the fighters engaged the golem as Exex hit it with a Magic Missile. At one point Chees rolled a natural 20 with her Rod of Smiting and totally disintegrated a skeleton – another charge bites the dust. When the golem was destroyed and the free skeletons defeated, Bobill used one of the webbed skeletons for sling practice and rolled a natural 20, which knocked it’s skull off. They carefully opened the doors with a rope and were greeted with a wide passage continuing south.
The Bone Golem, armed with axes and sharpened, scapula-like blades
Down this south passage, at another intersection, our group was confronted with a compass rose painted and gold-leafed on the floor, filling the intersection. Paddy inspected it for traps and detected Glyphs of Warding hidden in the cardinal direction symbols, which seemed to indicate Day, Night, Death, and Life, according to the players. When Chees’ Dispel Magic failed to remove the Glyphs, Darmok invoked the power of his sword to effect their riddance, and the group continued east.
This short hall led to a chamber of pink and tan granite tile, featuring six braziers (one with unused incense) on short pillars, and a great ironwood throne covered in gold leaf with gold ornamental statuettes; a gold solar disk rose over the throne. More black, jackal-headed bronze-armored Minions and their hawk-headed hounds guarded this throne room; Paddy and Rebamac charged to the attack despite their compatriot’s pleas. Thus forced to join the fight, barbarian, paladin, ranger and cleric pick opponents. Though Bobill and Exex remain outside the room, two hounds rush them and attack; Bobill’s Ring of the Ram manages to ram his into a Minion and two other hounds, punching them into a corner. A Sleep spell then takes the three hounds out of the fight. As Garath and Darmok wear their minions down, a frightening new power is revealed – the Minions transform into giant black cobras and snap at the two warriors. When the battle is over, the snakes killed and sleeping dogs slain, the party is able to catch their breath and examine a huge fissure in the east hall near the throne. Black graffiti scrawled on the wall nearby depicts a black, jackal-headed man.
Play ended for the night here.