Campaign of the Month: February 2016
Rise of the Durnskald
Luon's Journal - Session 52
The room at the bottom of the stairs held 7 statues of old, evil gods. Krellum lost his ability to use magic when in this room. The rest of us seemed to work fine. After spending the night at the top of the stairs, Krellum was able to manipulate the stone magically to provide us an escape.
We went down the other stairs, and of course, into more traps. It started out with 40 foot deep pits. Cara found more than her share of those. Once we discovered them, we were able to work out a method to get past them easily enough. Finding them was the problem. Cara found a button behind another illusion. Krellum of course had to press it. This seems to have shut down all magic on the level. The good part is it shut off all the illusions covering the pits. The bad part is that it shut off all our magic, and caused some green slime to form from the ceilings. Luckily Selin’s abilities were not supressed and she was able to get rid of the slime. There may be a way to turn the magic back on, as one of the rooms on the level had a glowing pedistal with some sort of staff sticking out of it. Given the number of lizard folk skeletons nearby, we’re extremely wary of touching it. Maybe we can disarm all of them before touching it.
Another strange thing on this level is it seems to have a bridge between here and another place far away – probably someplace in the shadowlands. After following the corridors, we found that the opposite side was just like the first side, except all the lizard folk corpses were black skinned instead of green skinned. Also, there was no staff and pedistal. Going upstairs on that side revealed a door that overlooked a durnskald landscape with hundreds of the creatures building some sort of structure. The door was heavily bolted from the inside.