Friday, September 23

Session 2 of Labyrinth Lord continues

Kilburne continues along the winding semi-natural tunnel until he comes to a wooden platform suspended by four mighty-chains. In the centre of the platform, a rope pulley; it looks like the only way is down. Using all his dwarven cunning the doughty Kilburne elects to descend alone, gather any loose treasure, kill all the monsters and return a mighty hero.

Fortunately for all concerned, Halfnir the hireling turns out to be a lot smarter than I’d previously given him credit for (and Kilburne a lot dumber); Halfnir suggests an even more cunning Plan B which entails returning to the rest of the party, appraising them of the situation and getting them to journey below and share the hit point losses. Reluctantly Kilburne agrees (no doubt claiming the idea as his own).

Meanwhile the semi-sane contingent of the party have tethered the mules inside and bought in much of the supplies and all of the food from the cart. Urnst wanders outside to hunt for tomorrow’s sacrifice for his fearsome god Wodan. Instead he hears the roar of Old Black (an ancient and deadly bear) and returns to the cavern to ponder the value of a sacrificial mule.

Songara has lost the urge to explore alone; having almost come unstuck at the hands and clubs of vicious Morlocks. Sparrow is still down to one hit point and is reluctant to move just in case she bumps into someone and sustains a fatal injury.

So, whilst the second henchman, Yorg, sets up a campfire and starts to prepare a meal, Kilburne and Halfnir return to tell of their findings and it is agreed that after a nights rest, the platform will be explored. Kilburne announces it’s not quite his bedtime yet and wanders off to explore the rest of the barrow. Halfnir shakes his head and follows. Somehow the NPC feels responsible for the poor misguided dwarf; much as you might care for a deranged family member.

In the first room, Kilburne spies a sarcophagus in an alcove on the far side. Surprisingly he walks around the outskirts of the room to reach it, completely missing my cunning spear trap! He finds the coffin is ruined and the long body within is nothing more than a skeleton. He does notice that the little finger on each hand has been meticulously removed. Additionally the stone coffin bore some kind of ancient dwarven runes that Kilburne could not decipher.

The next room is similarly laid out with a sarcophagus on the far side. Expecting more of the same Kilburne edges around the room and is nearly slain by the ghoul that leaps out of the stone casket. That’s a slight overstatement actually; the ghoul failed to surprise the dwarf but does go on to win initiative. Astonishingly it misses with all three attacks (I don’t think I rolled above a 9); Kilburne scoffs and attacks – but misses, too much scoffing methinks.

In the next round, Halfnir shouts out a warning and Urnst gets ready to assist. Songara waves him, on: ‘You go, I’m still eating. Plus it’s only the dwarf.’

Kilburne wins initiative, attacks, misses (of course) and is struck by the ghoul in return. He fails his saving throw and is paralysed. I manage to suppress my laughter. In the next round Halfnir steps in to assist the dwarf and strikes a telling blow but is himself, wounded.

Finally Urnst arrives and calls on the power of Wodan to banish the fell ghoul. Ordinarly the dice roll would have turned the 2 HD creature but ghouls turn a 3 HD foes!

The ghoul goes on to carve a few more hit points out of Kilburne before  Urnst puts it out of its misery.

After the battle Halfnir is wounded and paralysed – naturally Urnst takes the opportunity to pose the paralysed bodies in a rather embarrassing embrace. In the coffin, Urnst finds a few handfuls of coin and a magic potion in a stoppered bottle. He tastes and correctly divines the potion’s power but I won’t say what it does here.

The ghoul was a powerful foe so the god Wodan considers that his sacrifice and in the morning, Urnst heals Sparrow completely and the crew head off to the elevator.

After about 40 minutes of working the pulley, the platform comes to rest near what seems to be an underground salt-water ocean. A long dock stretches to the East with a large pair of gaping stone doors at its furthest reaches.

Songara marvels at this hidden underground ocean – the world above is so dry and dusty… Kilburne grumbles about all the water and trundles off.

Three crumbling lookout towers are perched atop the dock and whilst the party slowly examines one, a fat black bird with bat wings and a long, long beak perches nearby. It watches intently for a moment before fluttering off into the darkness.

The PCs find a sunken barge along the dockside and Sparrow volunteers to get wet and explore as there is clearly an old corroded chest amidst the ruined boat, some six feet below the surface. Songara made an attempt to hook the chest with her rope and grapnel while Sparrow strips off but only manages to dislodge one of the chest’s handles.

Sparrow deftly recovers the chest from the freezing cold water. It reveals another stoppered flask and a heavy gold goblet – Sparrow quickly secures both items in her backpack which she describes as the repository of ‘party treasure’.

Halfway along the docks is a massive bronze door inscribed with images of dancing skeletons at its border. The door is barred and chained but a small and secret door has been revealed in the lower section, beyond is a slack brass lever. Kilburne suggests that the lever was used to open the stone doors at the far side of the dock. Songara pats him on the head and moves on.

As the party approaches the huge stone doors, two more of the strange birds flutter into view and perch on a lookout post. This is more than poor Kilburne can take and in his ongoing mission to seek out new life forms and put a bolt through them, he shoots his crossbow and puts a bolt though one of them.

The second bird takes flight but instead of fleeing, circles toward the PCs where it is quickly bisected with the aid of Songara’s massive, gleaming, two-handed sword. Splat. Urnst mumbles that ‘he could have sacrificed that…’

The stone doors lead to a grand chamber covered in dust but criss-crossed with a myriad foot prints. The floor of the chamber is comprised of one-foot-square tiles each bearing an ancient rune – similar to those seen in the barrow above.

Whilst the others are arguing about the significance of the weird birds and Kilburne reloads his crossbow, Sparrow is convinced she can hear voices coming from one of the doors leading from the rune chamber and wanders off to investigate. She sees that the source of the noise lies in what was once a guard station but the years have caused the fixtures and fittings to crumble near to dust.

Within, Sparrow spies two men discussing how they plan to open a door in the East wall without getting killed by the powerful wizard on the other side. Sparrow makes herself know and the third occupant of the room (an elven archer named Pipluk) does likewise. The four make their introductions and it’s clear that the men and elf are in the employ of a powerful witch called Dark Odo. The group has come to the Hidden Sea by means of Dark Odo’s magic to carry away the vast treasures of the dead to be found here. The wizard in the other room was a member of the original party but has fallen from Dark Odo’s favour.

Wary of the wizard’s power, the men instruct Sparrow to open the door and as Pipluk has an arrow trained on her, it’s hard for the thief to object. She exchanges a few words with the wizard (Amdor) in the small room beyond then flicks open the door, rolling aside as she does so. The door swings open a little and Pipluk fires! His arrow hits only the door and Amdor quickly closes it again. One of the men (Veneman) instructs the other (Luq) to find Odo and appraise her of the situation. Luq leaves the room which was a great mistake as Kilburne is out there and his crossbow is loaded…

As I describe the character leaving the room, Brad is quick to explain what Kilburne is doing ‘I shoot!’

Luq is wounded but flees through a door barricading it behind him. Kilburne (asking no questions) runs after the man (claiming he wants his bolt back) and starts to chip away at the door with his miner’s pick. It’s very, very noisy.

Meanwhile, the other PCs enter the room with Sparrow who is now a hostage of Veneman, however she slips his grasp and combat ensues. Veneman doesn’t make it past Urnst’s mace which reduces the villain’s face to a mushy paste. ‘I could have sacrificed him’ says Urnst. Songara shakes her head in disbelief then quickly convinces Pipluk to surrender. Amdor is released.

Amdor explains that Odo’s party did not descend via the wooden elevator used by the PCs, rather they arrived via boat which Odo later cast adrift, trapping them on the dock. Pipluk makes no comment on this but instead suggests that he be allowed to leave. Songara talks him into joining the PCs for a cut of any treasure and he agrees. Amdor also tags along.

Kilburne finally breaches the door and wanders off with Halfnir in tow whilst the party chat with the two new recruits. He takes the smaller of the two passages beyond and finds himself following a winding tunnel that ends in a stout door. It is clear that water lies on the other side so heeding Halfnir’s wise council, heads back to the rest of the group.

After some discussions and a stalled attempt by Kilburne to shoot Pipluk, the party return to the ‘water door’. Beyond is a sunken room full to knee-depth with cold, clear, sea water. In the centre of the room is a ten foot deep pit, at the bottom, is a skeleton clutching a horn and mace. Urnst volunteers to collect the items and quickly strips off. He surfaces moments later with the skull-crested mace (magic no less) and the mysterious bone horn.

More to follow in session 3...

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