Asmodeus' Bane

Session 1

We are told there is a mysterious beast in the tunnels of a dig site killing workers south east of Caldrine by Lake Calamitous. We are given 2 days and 50 gold to prepare. We are heading out to meet Bran! He is the dig foreman.

As we travel through the jungle towards lake Calamitous….At night Blix noticed lots of jungle cats following and watching the group, but only active during Blix’s watch. On day 4 Friar Olaf climbed a large tree and saw that the trees in the direction of the lake were moving, we are guessing they could be the elephants of the merchants or perhaps even wild elephants. Also it could be trolls or some other giant awful thing.

We sent Blix to go scout ahead while we started setting up camp. He scouts it out and informs us that it is the remains of the caravan, elephants and carriages… but being driven by Orcs and 2 trolls! They are coming from a northern fork in the path. We decided to run through the night in our original direction. After an hour of running through the night, we found a small camp with a fire. Blix scouts the fire and finds Bran. The camp is taken down and fire put out, we pick him up and keep running in the direction of the dig site.

The concern over the Orcs over, we debrief with Bran find out more about the expedition, many of the men found traps and other awful things. The men who died came back as undead. Many “treasures” were unearthed but all the metal items are rusted. Rumors of a massive killer insects lead us to consider the possibilities of Rust monsters.

We arrive in the base camp and are greeted by 9 Zombies. Fast zombies and exploding zombies. Ronak Stoneforge used his AOE channel energy to great affect on the group of zombies. Blix found out that the exploding zombies carry Zombie Rot. Ulfred used some well placed bombs and took out a few zombies with both targeted and splash damage. Friar Olaf gave a few zombies a good punching!

After combat we burn the bodies and discover several boxes filled with rare artifacts that Bran recovers. The group is going to recover and work towards making the camp defensible before heading into the mines where the excavations are taking place.

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Session 2

They spent the next two days creating a 5 foot wall around the camp.

The entrance of the mine has the symbols of the Wyrm Tooth Kobold clan. The mines head down under the lake. After a few hundred yards there is a large fork with 5 trails. The north and northwest passages are blocked off by collapses or a large marble slab. The West was explored and there were several rooms. The Southern passages is where all the bad stuff happens.

The Northern passage has a marble door that is trapped by poison gas, we have decided to disable the traps. Blix successfully disables both poison gas traps. Friar Olaf drives a piton in the marble slab with his bare hands and starts moving the slab blocking the passage. He makes it across the passage, but there’s still more slab, he takes the piton out and drives it in again and starts pushing again. Blix’s sound traps all go off from the other tunnels. We stop and start getting ready for battle. We find that there are other similar traps in the other tunnels that are connected. Once the slab is finally moved we see that tunnel continues for a few feet then there is a ladder down. Blix sees the trap mechanism but we still don’t see how the door is closed/opened.

Blix is leading the group down the ladder and further into the mines, we see a feint fire-light down the tunnel. As we descend the light and stench get stronger. We see a hallway with two candelabras, and a hunched figure in a chair guarding the entrance to another room.

We all file into the hallway and when the cleric enters the hallway the figure looks up and starts speaking to the sides of the room. Blix lets loose a alchemical fire bolt from his crossbow. The enemy was hit but put out the fire, he stands and the fight is on!

Blix fires another arrow as he steps forward, Ulfred runs forward with in range and shoots his crossbow. He hits but doesn’t do much damage. Friar Olaf charges the length of the hallway and room and gives the Crypt Thing a flurry of blows and manages to stun the beast. Ronak uses a seering light and hits the Crypt Thing with spectacular effect. Friar Olaf is hit for a little bit of damage but doesn’t seem to be ill affected. Arminth charges into mele, while Ulfred and Ronak move up to get ready for the fight. Blix and Arminth take out the Wights that are in front of them. Olaf continues his onslaught against the crypt thing, and stuns him again, Ulfred charges into melee, wiffs with his mace and fails his will save and ends up frightened for 4 rounds. Ronak channels his energy, and damages the remaining enemys. Ulfred is hit and takes a -1 level penalty along with 6 damage. Blix takes a shot at the Wight that attacked Ulfred. Arminth attempts to also attack the Wight but misses. Ulfred flees 80 feet down the tunnel in absolute terror. Olaf is teleported out of the room by the Crypt Thing. Ronak channels energy again and kills the Fiend. Arminth is also hit by the Wight and looses a level. Blix hits the last Wight for 2 damage and Arminth finishes the job.

After combat we find 3 ornate chests and a symbol on the back wall for Asmodeus. In the chests a suit of armor (human size with the Asmodeus), 250 gold, 1000 gold, 250 gold and a gold crown with the symbol of Asmodeus.

Armour is that of a Dark Rider, ex-paladins working for Asmodeus. No info on the crown other than it’s connected to the Asmodeus society from history.

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Session 3

We decide to go into the mines proper, there is a circular room with a central shaft and a staircase on the outside wall leading down. There is the sound of gears or mechanism coming from below. It is an intermitten noise, indicating that it could be a timed mechanism like a water clock or something similar.

We explore a tunnel off the main room that leads to a natural cave opening next to the lake. It appears we have found a ‘service’ entrance for equipment and what not.

We explore the next level down, the layout is the same around the central shaft. On the second level we explore the west tunnel first, we hear the sound water, when we reach the end of the tunnel we find a man made water fall with a water wheel. This wheel appears to be the power source for the gears and mechanical sounds we were hearing.

We back track and investigate the east tunnel, there are a number of doors in this hallway, it looks like a barracks. The doors are heavy wood and re-enforced with iron. Since the iron looks like it’s in good shape, so the Rust monsters may not have come this far. Blix checks the doors to see which ones are locked, jammed or trapped. In one of the unlocked rooms Blix finds a small hidden door, he disarms the trap and finds a secret, kobold sized hall way. Inside he finds a small cache of 2 explosive grenades and a finely made dagger. The dagger once Identified turns out to be a +3 Dex Dagger.

We continue searching doors and rooms, we find 2 jammed and 1 trapped room, at the end of the hallway we find a secret door. Behind the secret door is another kobold tunnel that leads to a ladder that goes to the next level. The largest room has a trap door, inside there is another escape tunnel hidden in a food barrel.

We decide that the Kobold tunnels are the least of the issues but they are important to keep in mind. We decide to continue down in the mine.

The third level has three tunnels branching off the main shaft room. We explore the west tunnel, we find the waterfall again, we can see the wheel from below and some cables and pullies as well.

The east tunnel has the same layout as the barracks above. There are the same amount of doors and the hallway doesn’t curve at the end. The first three barrack rooms are empty with no secret doors. The 4th one has another escape tunnel with a shaft going down. The last room is empty but smells of death, in the back of the room there is a hatch going down, this one is large enough for humans. When opened there is an overwhelming smell of death and decay. The middle of the room is a large pit trap, there is a scuddling noise that came from a small lizard with a strange marking on it’s head. Bran has seen it before, but nobody knows what it could be. Ulfred has Blix describe the symbol and it appears to be an ancient Dwarven Ruin that is now used by the Drugar meaning this animal may be bound to a Dark Dwarf. The center trap pit has a decaying orc that is rotting away. It appears that the trap was reset after he fell in. We find a few silvers and 2 unkown alchemical powders. 1 is brown and earth like, the other is fine and white. Will determine a lab to discover what powders they could be.

On the south passage we find another set of rooms with even heavier doors with more iron re-enforcement. All the doors appear to be trapped. The first two rooms are filled with mining equipment, most kinda rusty and useless. The second two rooms are filled with weapons and armor, all kobold sized and useless. There is another secret escape tunnel at the end of it, this one has a bunch of tunnels and smells like fish.

The fourth level has two tunnels, east and west, the west is another service tunnel to the water fall. The east hallway have another 4 doors but we also hear noises from further down the hall way. The first two rooms are more empty barracks, the second set of doors are locked but there is noise on the other side.

Ronak detects undead and finds 22 auras in one room and 16 in another. There is one aura of lvl 8 that is moving between rooms via the kobold tunnels. We decide to breach and enter the room with the lower number.

The door is opened, and Ronak blasts the room with a channel energy, Blix uses a tanglefoot bag on the zombie closest to the door to help hold back and funnel the enemies. Ulfred throws a grenade that scatters but still kills a zombie. Arminth misses with his crossbow. There is a blood curdling scream and Ulfred fails the will roll and is Panicked. Ronak steps to the door and launches another channel energy to great affect taking out three more zombies. Blix throws a grenade and clears out 9 zombies! Friar Olaf enters the room and kills two zombies with shuriken. Armnith charges and kills the last zombie in the room.

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