We race through the chambers pushed rapidly by the Galeb dhur. We are pulled up short, as there is an unexpected large gap in the hole up ahead. The iron plating is buckled and broken. Tol checks out the ground underneath to make sure it is safe. Tol notices that there are a large number of gaps. Several of the iron plats have been eaten, most likely a rust monster.
I ask the Gareb Dhur how they deal with the rust monsters and learn that they herd them with wooden sticks into cages. I also learn that it’s only 5 mins to the chasm and that wood is considered important to the Galeb dhur as it is rare for them.
We decide to go on and get a low down description of the final chamber. There was a large square room with a large stair case leading down. This is above where we met the zombies. There were rising rooms going to the middle room and then another going right down to the bottom.
On further questioning we learn that there will be two spinning blades, and that the chamber door should be unlocked. The chamber of traps links to all the floors. He goes on to tell us that in the large cavern the is a lake of fire, with four sets of gates, which are normally manipulated by some form of arcane magic.
We head off to the rift and see four beastman bodies on the ground. We all think they are likely to be zombies, so we cautiously walk towards the bodies.
Kathra notices that the the beastman has been gashed quite badly and has been predated by something form of fire creature. I warn all that there may be a predator around. And keep an eye out for the other corridors in case we are attacked from that direction. The corridors to the south turn towards each other.
We have a long discussion about the bodies when we get up to them and they haven’t animated, and then Tol pushes the bodies off the edge into the lava, and notices that we need to be careful on the edge.
Switch and tol put together a rope bridge, which they estimate they will need to go up 20 feet, across 60 feet and then down 20 feet. They set about “Macguivering” a set of swings and rope to get across. Whilst Memnnon and I keep them covered and watch out for bad guys.
“There is something coming up shouts” Memnnon, as three long fire worms,(Mag tails), crawl up and over the edge of the lava. Memnnon moves back shouting they are hot, beware of getting too close.
Kathra charges in and tries to tide of iron, but her flail misses.
Tol bravely bulrushes one of the Mag-tails to try and push it back over the edge. His charge is good enough to push it over and back into the lava. As he does so he slips and lands heavily on the edge section of floor, which slides him over the edge of the cliff. Kathra desperately tries to grab him as he slides off, but misses. Switch also leaps to the rescue, catches Tol and heroically lifts him back onto solid ground.
I move back getting out of the way before getting the eye of storms out and using orbmasters detonation to slow them down, changing the damage to lightning rather than fire which they are obviously immune to. My attack knocks one down, whilst the other scuttles over to Memnnon and shrieks at him before trying to bite him. The cry deafens Memnnon and the creatures bite dents his armour. The other one wriggles before getting up and scuttling towards Tol.
Memnnon calls down one of the most beautiful blasts of daunting light that Ozzie has seen in a long time, which strikes to the heart of other Mag-Tail.
Kathra piles in to Mag-Tail facing Memnnon and hits it hard. Tol crawls away from the edge, before shooting one with his bow. The arrow strikes true and the Mag-Tail folds itself into a ball and shifts towards its comrade, taking some more damage from the lightning frazzling on the floor.
I then teleport and slow the two creatures back towards the edge, with the aim of pushing them back over the edge into the Lava. The other then moves to attack Kathra again who is in range, hitting her and damaging her armour. The second one moves slowly over to attack Kathra.
Kathra shifts into between the two mag tails and swings wildly, missing both of them, but her back swing kills one of them and hits the other. Tol maintains his prone position and fires another twin strike at the mag tail, causing it to bleed profusely, before he crawls over to the edge to look down the level. He can see the other Mag-Tail starting to crawl back up. My ray of frost misses, whilst I maintain my concentration on maintaining one of the Mag-Tail’s slowed state.
The Mag-Tail bites Kathra again, as Memnnon moves over to clobber the fiery worm, hurting it and healing Kathra. Kathra smashes her hammer against its hard caprice, cracking it.
Tol gets up and fires a volley of arrows at the remaining Mag-Tail between Kathra and Memnnon, which kills it.
Switch heads over to the edge, leans over and fires arrows over at the remaining Mag-Tail which is still climbing up. His shot flies true causing the creature to peel off the wall and tumble back into the lava.
We make some great tricks and get across the rift, before route marching for an hour and half down the corridor, ignoring any turnings as we head down.
We eventually arrive at a door, which we presume is the door to the rising room. Kathra opens the door and we are prepared for combat. There is a loud clunk, but the door doesn’t open. I can hear some rushing and crunching of something coming closer, we assume this is the rising room, a few clanks later the door opens.
There is a doorway opposite, no safety door. The floor isn’t solid, it is slightly moving in the shaft it is in. It appears to be slightly magnetic. As we close the door there are lots of clunking noises and we start descending. As we go down we start to pick up the whiff of sulphur, which gets stronger as we go down.
The room opens into a large multi levelled area. At the far end there are four rather odd looking statues. These must be the guardians. They are all up on the raised area. In front of them whizzing backwards and forwards are the two spinning blades, which obviously haven’t been disarmed yet.
As we watch we see jets of steam shoot up through the floor.
What to do? Suggest we discuss some of the ideas in the comments before the next game?
Ozzie’s thoughts are:
1. Ray of Frost the two spinning blades to allow Switch and Tol across to the otherside and up onto where the guardians are. then repeat for the rest of the party to get across.
2. Switch to examine the keys we have and see how we disarm the guardians we have keys for, before trying to pick the lock of the fourth guardian. Ozzie to assist if there is an arcane component.
3. Before opening the door to the chamber, all to don the red fire proof clothing.