Friday, May 14, 2021

House of Worms, Session 224

Having heard the sounds of grinding metal southward, several of the characters guardedly moved ahead to investigate. What they found were two additional chambers, as well as a set of sealed double doors. One of the additional chambers was empty, except for a pair of plinths on which statues had once stood. The other additional chamber was, in fact, simply a wide corridor filled with rubble. However, it was sealed double doors that attracted their immediate attention. 

The doors were made of metal and had no obvious handles or other means to open them. If they possessed hinges, they were on the other side of the door and thus not accessible. Each door was decorated with the image of an armored figure. On the left door, the figure simply stood at attention. On the right door, the figure held its hands in front of its chest, its fingers touching in a steepled fashion. Grujúng attempted to push open one of the doors, using only his prodigious strength, but soon found it was impossible. The doors would not budge.

Znayáshu suspected that the grinding sound they heard previously was connected to the sealed doors. He Nebússa, and Kirktá returned to the large chamber to the north and began to experiment with the three levers hidden in the wooden carvings. After several minutes, they discerned the need for moving the levers simultaneously, which unlocked the doors to the sealed room. Grujúng then pushed open the doors, revealing a chamber inside of which stood a large, armored figure, perhaps seven feet tall. The figure looked remarkably similar to the one depicted on the two doors.

Initially, Aíthfo felt that the figure was simply a suit of armor, but it soon became clear that the figure was more likely a Ru'ún or some other type of automaton. The Ru'ún was stiff, immobile, and, most importantly, unpowered. Aíthfo spent some time looking for a button or switch or some other means to activate the Ru'ún. Finding none, he then shifted his attention to the sword attached to the back of the figure, hoping that it could be removed. When he found that it could not, he decided to focus his attentions elsewhere. No one else in the group was able to determine a means of activating the automaton.

The rubble-strewn passageway was what caught the characters' attention next. Znayáshu first suspected that the rubble might have come from a collapsed ceiling, but they did not seem to be the case. Further examination revealed that, in addition to the rubble itself, there was also evidence of mud and water. After some pondering, Znayáshu surmised that the rubble was actually the residue of a transmutation spell, perhaps used by the Ssú to travel to and from their lair deeper beneath the ruins. 

Had Aíthfo not already employed his own transmutation spell previously that day, he could have dissolved the rubble into water or mud to clear the passageway. It was then decided that the characters would spend the night beneath the ruins in order to allow others to regenerate their complement of spells for the next day. In the meantime, they would make use of clairvoyance, extra-vision, and similar effects to scout ahead and see what might await them on the other side of the rubble. What they discovered was a Ssú lair, filled with several dozen of the Enemies of Man. They also saw evidence of more ancient construction that might lend credence to the presence of a tubeway car station further beneath the ruins.

While some of the characters slept, those on watch were surprised by the arrival of more Ssú. By maing use of transmutation, the Ssú cleared the passage and attempted to ambush them. A battle ensued that went badly for the Ssú, however. Not only had the characters prepared for such a possibility, they were in a more defensible location. The result was a rout for the Ssú, some of whom then fled into their lair to alert their comrades. Thinking quickly, the characters prepared to pursue them. Before doing so, Znayáshu employed necromancy to raise ten dead Ssú as undead, commanding them to enter the now-open passageway. Chiyé made use of his vapor of death spell, moving it slowly down the passageway in time with the advance of the undead Ssú.

Together, the combination of the undead and the spell proved very effective. Many Ssú fell to the poisonous gas of the vapor of death, while others died fighting their reanimated comrades. The characters formed a line behind the undead Ssú, fighting when they were able but generally allowing the walking dead to bear the brunt of the combat. They pushed further into the lair, with the goal of moving in the direction they believed would lead to the supposed tubeway car station. This led them down a narrow stone passage where a band of Ssú succeeded in slaying all the undead. The characters had no choice now but to take on the living ones themselves. Grujúng, Aíthfo, and Nebússa all made their way into an open area, their weapons drawn, as they prepared to fight their foes.

6 comments:

  1. Things seem to be going smoothly for the party so far. Certainly are killing a lot of ssu.

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    1. And it's not over.

      The characters are all "high" level – 6th for most of them – and, after six years of play, have acquired quite an array of magical devices. They're a force to be reckoned with, though they still find themselves over their heads more often than they'd like.

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  2. Great use of tactics. I love reading about players like these. You're a lucky referee!

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    1. I am lucky indeed. My players are truly the best. Not only are they loyal and dedicated, showing up week after week for the last six years, they're also clever, imaginative, and fun. This has been one of the best campaigns I've ever had the privilege to referee and my players are a big reason why.

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  3. Did the Ssú succeed in interrupting the spell recovery? And did the Ksárul sorcerers accompany the characters as they descended to pursue the Ssú?

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    1. No to the first and yes to the second. Unfortunately, the Ksárul sorcerers, with a couple of exceptions, don't have any particularly useful combat spells. Their main talents lie in information gathering.

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