Session 37 recap
The party:
Hector, a 13th level Archontean fighter
Coco, an 12th level Archontean magic-user
Julia, a 14th level Archontean cleric of Lucreon
Melnax, a 7th level elf
Bjorn, a 7th level Wiskin assassin
Susarra, a 10th level Archontean fighter (retainer)
Scylla, a 9th level Archontean ranger (retainer)
The party continued asking questions of Akla-Chah. She informed them that the silver circles with gold squares on the walls were Rudishvan technological teleportation circles, one of which went to the floor of the Great Chasm with the other going to the Midnight Road near the Obsidian Gates. Both of these teleportation circles could only be operated with one of the yellow Captain’s identity plaque. She also informed them that many auxiliary functions of the bridge area could only be activated by use of the Captain’s Tablet, which the party recognized by description as being the Tablet of the Beacon, one of the four pieces of Regalia that Lady Alexia Basileon had charged the party with finding for her. After their conversation with the Rudishvan Memory the party decided to travel back to the Nether Reaches to find the tomb if Liskon the Mad, a map to which they had found among other documents in the Chamber of the Beacon. Returning to the surface they traveled to the ruins of the gladiator school and went through the erstwhile Minotaur Tunnels and thence down to the Nether Reaches.
Traveling south towards the Varumani Lift which was the last place on their treasure map that coincided with their previous exploration, they took a short detour to investigate a couple of iris doors that had previously stymied their progress. Presenting their sky blue Rudishva identity plaque opened the door, and the party entered a chamber of obviously Rudishva construction with octagonal white plates of marble and lack of ninety degree angles. The only contents of note were a set of stairs, which cursory exploration showed to lead up more than a few hundred feet. Red painted graffiti was scrawled across the west wall and read in Archontean “to the Knights” with an arrow pointing north. A second, smaller hand had added underneath the word “vampires”.
Continuing on their path to the Varumani Lift as the party passed the area that contained the Sortian Face that they had experimented with a few days previous, they remembered that they had since acquired a second sapphire Sortian eye. Curious if inserting two sapphire eyes would produce a different response than before, the party decided to make another detour. Inserting the eyes into the Sortian face it first repeated all three phrases that the party had heard before.It then said “Teleportation Hub”. As the party stood around and pondered what this meant, there was a sudden flash of light and a short period of disorientation. When the party regained their senses they found themselves in a different room.
This twenty foot by thirty foot chamber contained a twelve foot diameter wide knot inlaid in colored glass occupying the center of the floor. The walls contained seven Sortian faces occupying the western, northern, and eastern walls, and the party found themselves arranged in front of the leftmost one in the same positions they had been in the previous room. A one foot long white feather was painted on the floor in front of the only door occupying the southern wall. Hector used the Rod of Lordly Might to tap the feather to no effect. Casting Detect Magic as a ritual Coco determined that the feather and all of the Sortian faces were magic. Hector stepped onto the feather, whereupon a very loud flatulent noise emitted from the painting. Deciding that it would be best to leave before whatever manner of visitor that was summoned by the rude sound arrived, they opened the southern door.
The corridor beyond was twenty feet tall. Along either side of the corridor ran a ten foot tall ledge on top of which were six caryatid columns, three on each side. The columns predictably animated and mad hostile moves towards the party as they entered the corridor, but were easily kept at bay by brandishing the Bones of Jaken the Proud.
Continuing south the party soon came to a T intersection, witha plasteel ladder laying on the floor. The eastern corridor ran fifty feet before stopping at a door while the western corridor ran approximately twenty feet before opening into a small chasm. The party proceeded east and when Hector opened the door he had only a split second to wonder why there was only a blank wall beyond before the last thirty feet of the corridor opened up into three separate ten foot square pits, dropping all but Coco and Bjorn thirty feet to the bottom. After levitating and climbing out of the pits, the party used the plasteel ladder to span the chasm to a fragment of room and corridor on the other side. Susarra crossed alone since she possessed the Ring of Feather Falling, and found that eight corpses of varying vintages and races were on the other side. As she bent to examine the corpses there was suddenly a loud sound and blur of motion as an enormous white cave worm rose from the chasm to attack her. As the rest of the party rushed forward to her aid, Bjorn yelled out “it’s an illusion!” but no one else believed it. Dispatching the beast in short order, the rest of the party was somewhat shocked to see the monster disappear into thin air as it fell.

Examining the corpses (two varumani, two Archintean soldiers from the second Archontean incursion, and four modern adventurers) showed that none of them had any visible wounds but did have visible looks of right on their faces, obvious victims of the illusionary worm. The corpses had also all been stripped of their valuables.
Proceeding to the Southwest the party found themselves in an ancient corridor of Heqeti manufacture, with oily pebbled walls. After crossing a three foot tall barricade of broken rubble (including some fragments of statuary) the party found a pair of eight foot tall statues standing in niches on either side of the corridor. The granite statues appeared to be of Rudishva make but were standing upon plinths of Heqeti manufacture. The northwest statue was a crouching bird person, with wings cocked in a halo above its head. Chunks of the face and head including the beak were missing, and most of the left leg below the knee was gone. Words in Rudishvan Glyphik were scrribed on his right foot. To the southeast was a broken statue with only the stumps of the feet remain, the inscription on the left foot having been gouged out.
Continuing southwest down the corridor the party entered a wider room, with exits to the southwest and southeast, and a twelve foot tall statue to the northwest. This statue seemed to be of somewhat amateurish construction, depicting a thickly muscled varumani, wearing a thigh length tunic and an elaborate web-belt, on which various lumpish looking tools hung. He held a staff in one hand, and pointed down the southeastern corridor with the other. Food and flowers ranging from mouldering to quite fresh lay at the feet of the statue. Listening both ways and detecting no noises, the party continued moving southeast.
They soon encountered another pair of granite statues on Heqeti plinths. The statue to the northwest was a female Rudishvan wearing a close fitting unigarment and some for of ear protectors on. She stood in a thoughtful pose, looking into the distance. Glyphic runes were carved into her left foot. The statue on the southeastern side was badly corroded by water and worse, and was only barely recognizable as having once been similar to its companion.
Continuing to the southwest the party found themselves at a different Varumani Lift than the one they were familiar with, confirming their suspicion that the Sortian face had teleported them out of the Nether Reaches. The Varumani manning the Lift area introduced himself as junior overseer Reith. Upon learning that the party was the Thoth Patrol he indicated that he had heard of them, and asked if they had come to fight in the arena. The party said they had not, and asked about it. Reith said it was originally built by the Heqeti and expanded by first the Old Ones and later the Archonteans. The party asked of he had seen any Sun Scarred Knights lately, as they wished to consult with them before making any moves against the Settites. He said that he sometime saw them arrive via the lift and head north to the Inn of the Lost.
Heading north the party soon saw a heavy door made of ironwood and banded with steel. A square sign made of oak was attached to the door, on which reads in Mithric, “House of Isocorax” below which was neatly printed in white paint “Feeling Lost? Let our warm beds and delicious meals bring you back to the light. Welcome to the Inn of the Lost” in Archontean. Assorted graffiti had been scrawled around these signs, most of which were paeans of thanks (“My refuge for the past 2 months,” “Thanks, Thegan. I owe you everything!” and “Ha! Escaped those vengeful in-laws, didn’t I?”), but a few of which outlined desperate pleas for admittance (“Four days of flight, and the Peace Door is closed? Bastards!” and “So much for mercy! Dumped outside for my enemies to find”).
Trying the door and finding it locked, Coco cast Knock and the party entered. The chamber beyond waslit by a Continual Light spell cast on the ceiling. A ten foot long counter of aged and polished mahogany ran along the center of the room. On the northwest wall was arack with fifteen pigeonholes, some of which contained thick, iron keys. Behind the desk sat a heavy-set, muscular, middle aged human with bushy eyebrows, long black hair, and a prominent nose. He was deep in conversation with a second man, muscular and hearty with pure white hair, a few scars, and piercing grey eyes. After examining the party briefly they made some sort of silent determination and welcomed them to the Inn of the Lost. The party said that they wrestled in search of a Sun Scarred Knight which seemed to irritate the white haired man, who said that he occasionally let them into the bar but that they were never allowed to stay, and that nine were present at the moment.
The party continued into the common room. This area was cool and dim, lit only by a pair of crystals mounted on the walls that shined with a low, blue-tinged light. The bar to the northwest and the low stage in the southern niche dominated the room. A dozen tables filled the main area, and several booths filled the northeastern corner. Two barkeeps manned the bar, a handsome human male wearing extravagant red, leather boots and a sour, toothless crone while two barmaids mingled with the guests taking drink and food orders. The room was bustling with various groups of people including three groups of humans, a group of five goblins, five beastmen, two Varumani, and perhaps most remarkable of all two fat imps in velvet vests wearing feathered tricorn hats and smoking cartoonishly large cigars. While Hector bought a round for the entire room courtesy of the Thoth Patrol Bjorn bought a somewhat pricey bottle of wine and brought it to the white haired man to try and acquire more information bout the Sun Scarred Knights. This only seemed to anger the man further. Rejoining the party he and others engaged in conversation with some of the patrons, with Coco finding out that the imps were on the Prime Material plane for vacation while Hector surmised from a brief conversation that the beastmen were AWOL. Bjorn and Melnax focused on finding out some new rumors. Meanwhile, Julia engaged with the whit haired man in an attempt to repair the damage done and learn about the rules of this new place. In the meantime, Bjorn drank his entire bottle of wine and bought one lipstick from one of the barmaids, which he used to draw a Sun Scarred Knight symbol on his forehead, but the rest of the party convinced him to wipe it off.
Finishing their drinks the party retuned to the Varumani Lift to head back down to the Nether Reaches. They had to wait while the previous party disembarked; a group of two Varumani, six goblins, and three humans leading a bestial giant four armed albino baboon to the arena.
Arriving at the Varumani Lift in the Nether Reaches the party moved east, once again following their map to the tomb of Liskon the Mad. The first chamber they entered was a large hall, thirty feet tall and brightly lit by continual light spells. The ceiling was supported by six pairs of five foot diameter basalt columns which formed an avenue down the center of the room. To the north and south of the pillars were wide stone shelves that rose five feet above the floor. Four five foot diameter circles of rose quartz were inset into each shelf. Remembering something from a rumor the party had heard Hector went to the third circle on the north side and stood on it, promptly disappearing. With an all-for-one-and-one-for-all attitude the rest of the party soon followed.
They found themselves in the western niche of an unfamiliar four way intersection, on top of a circle of rose quartz identical to the one they had stepped on. The northern and southern sections of the intersection shortly led to doors while a stairway leading down led east. Heading north the entered a room containing many metal ingots, both base and precious. The party used the rug to move the more valuable items to their villa and then proceeded to the south door. This door opened onto a room with two large stone vats. Moving into the room a large gray ooze dropped onto Hector. It was quickly dispatched by the party, but not before dissolving his beloved imperial field plate armor. While Hector ran back to townthriugh the rug to get some replacement armor, Coco investigate the vats (one was full of a thick oil and the other acid) and Melnax transcribed a scroll into his spell book.
Moving down the stairs to the east the party were shocked at the spectacle before them. The walls of this thirty foot tall chamber were sheathed in red granite up to twenty feet while the domed ceiling was covered in white marble tiles. A Continual Light spell cast at the peak of the dome provided light. Eighteen foot tall statues of dwarven smiths flanked both the eastern and western exits. The dwarves carried smithing tools (hammer, tongs, fuller and swage) and were carved such that they stared at the forge proper. The north wall carried a colossal carved face of a dwarf, while the center of the chamber held the elements of a forge: an x-shaped stone basin with rancid water, two anvils, a bellows, a bin containing a pile of lava rocks, and a glowing, white-hot forge. The party realized this could only be the nigh-mythcial Forge of Zhorak. Ten dwarves occupied the chamber, dressed in chain mail and carrying weapons, and were busy inspecting the forge. A pair of human bodies were in one corner of the room.
After Coco cast Tongues from a scroll o understand their language the leader of the dwarves introduced himself as Arkose Scoria, a member of the famous Dwarves clan Scoria. He said that he and his band had been sent by the Pyrite Council of Kazildor to locate Zhorak’s old forge and, hopefully, his remains, as well as to evaluate the risks and rewards for establishing a new dwarven colony in Arden Vul. They had taken the teleportation circle to get here but did not know the way out. He explained that the human corpses were of bandits who tried to prevent the dwarves from reoccupying what should be dwarven property. Finding a few holes in the dwarf’s story, the party said they would look for an exit from the forge while the dwarves continued examining the forge. Taking the human corpses for “burial” the party moved through the south archway.
They found themselves in a barrel-arched hallway with a red marble floor. The walls were lined with four foot tall ledges sheathed in blue marble. The ceiling was painted yellow, but most of the paint was flaking off in large strips. Continuing through a door in the south they found a thirty foot tall octagonal chamber with multiple Continual Light spells providing light. The walls of the diagonal sides of the chamber were carved as colossal statues of crouching dwarves. These statues were rendered out of huge slabs of black basalt bolted to the native granite. The dwarves had large eyes and thin grins on their half-open mouths and were depicted in floppy Phrygian caps and tight-fitting leather half-coats. Each held a distinct tool across its chest: one a hammer, another a set of tongs, the third a fuller, and the last a swage. An octagonal dais about three feet tall occupied the center of the chamber. On the dais were three gleaming, silver, chairs in a row facing north. The chairs were carved with Dwarvish runes and images of dour-faced dwarves. Coco cast Detect Magic as a ritual and determined that most of the humans’ equipment wa magical. Julia then cast Raise Dead on the larger human, who survived the resurrection and was shocked to find himself once more amongst the living. The man, who introduced himself as Rex, asked of the party had defeated the doppelgängers. After the party asked what he meant he explained that although he was human he had a Dwarven godfather and had been suspicious of the dwarves party. His companion was able to sneak a peak at the leadership lifestyle, and when he saw that it was black and dead, he knew that the dwarves were actually doppelgängers. After raising the mans companion Armenius, who corroborated the story, the party transported the two men back to the villa and told Chert what they had said. The dour dwarf only set his jaw and muttered, with no small amount of satisfaction, “I knew this day would come”.
R.I.P.:
None
Foes defeated:
Illusionary cave worm
Gray ooze


