Report 10: The Illusk Ruins

I just want to state that this was not my idea, and I think it is a bad one, but as I have been tasked to keep this group alive, I went with them.

Ruined Buildings

  • The original town of Illusk was always in conflict, attacked and sacked repeatedly, then rebuilt.
  • Eventually, Luskan grew up around it, believing this area to be cursed, they stopped trying to fix it and just left it be. Except for adventurers who never can leave well enough alone.
  • Much of the area is as ruined as one would expect, but #13 finds us a way through to a house that seems unusual for its unruined status.
  • After Shohei and Ms. Lendiel check it for traps, we head inside to find it sparsely furnished and completely unlived in.
  • There is a chained and locked trapdoor in the floor, so naturally Mr. Darkfoot unlocks them, Shohei removes them, and Ms. Lendiel checks for traps.
  • She finds nothing, but Shohei says there is magic beneath the door – a glyph of warding.
  • They attach a rope to the handle and we all go back outside to pull it open from a distance.
  • A fireball goes off, adding this house to the many ruined buildings around it, but everyone insists on going back in to see what was locked up below.

Undead Abominations

  • We head down and in, to find a room full of piles of bones, unmoving.
  • When Mr. Shohei and Ms. Lendiel begin examining the first door in this room, the second opens and an abomination of a skeleton with three heads and wearing armor and wielding a staff steps out.
  • The piles of bones reanimate by his command and attack.
  • The three-headed thing casts Cloudkill on the room, and things get a little fuzzy to me after that, though I remember Ms. Rosewood repeatedly waking me up and dragging me out of the cloud.
  • After the fight, I want to crush the skull and dispel all magic from those skulls, but Mr. Darkfoot insists we use it to make our way through this place.
  • The rooms are, of course, Necromancy Laboratories, including an altar covered in runework like the skull.
  • Using the skull triggers an illusory message of a man in a cowl, robes, and gloves with a very strange book in hand.
  • The illusion reports that the Sword Lord and his Skeletal complement is progressing. He believes they will keep the attacking orc forces out, and ensure they can take back the city, saying the bones of the lost will be the foundation of the future. And identifying himself as Kurth.
  • After this message plays, the wall shifts and reveals another staircase.

Levers and Traps

  • The first room at the bottom of these stairs contained six skeletons in glass domed-cases attached to chains leading up to gears in the ceiling.
  • There were also two doors and two levers.
  • Mr. Darkfoot starts with the doors, removing the traps and unlocking them.
  • #13 suggests that we should not try the doors without using a lever or both, specifically the more used of the two levers.
  • Mr. Darkfoot climbs up and puts a crowbar through one of the chains near some crossbeams to prevent the attached dome from lifting. Others follow suit, but we don’t have enough for all the domes. Why would I carry a crowbar?!
  • Mr. Darkfoot pulls the well-worn lever and something shifts in the southern wall.
  • The southern door leads to a very narrow hall, to another door, which is quickly opened.
  • This opens into a work room with another obvious lever, a gate, and several flesh golems standing inert beyond it.
  • The lever seems to be hooked up to a runic plate, which Mr. Darkfoot says is lightning in nature, something that sends Flesh Golems into a frenzy.
  • Ms. Lendiel finds another lever worked into the room’s table.
  • It is well-used, so we pull it and hear a shift from the previous room.
  • Shohei, meanwhile, detects that there is something magic behind the golems and sends his mage hand off to check, and uncovers a scepter secured to the floor.
  • Back in the first room, we head through the eastern door, to another narrow hall, to another work room. This one with four work stations, two labeled levers, and another altar.
  • The levers are labeled Domes and Gate.
  • After some discussion, we agree to try the Gate lever and hear metal scrapping against stone.
  • Shohei and Mr. Trisfir return to the second room to try and retrieve the scepter.
  • They return after a few minutes without it, saying the claws holding it seems to be on a circuit with metal plates under the flesh golems.
  • The door in this third room seems unlocked, so we try to open it, but lightning shoots out as a glyph glows briefly.
  • Going back to the first room, we try the less-used lever and the glass domes begin to lift, we slam it back, but one skeleton escapes and we have to put it down.
  • Then, we return to the third room, leaving Tuppance to observe, and pull the Domes lever.
  • One of the crowbars breaks as the domes lift again, but we put the lever back before any more can.
  • We dispatch that skeleton, as well, and I fix Mr. Darkfoot’s crowbar.
  • Shohei and Mr. Trisfir decide to go and try to sever the connections to the Flesh Golems so the lightning lever can be used safely. The rest of us stay back in the third room with the Gate lever.
  • Tuppance is left, once again to watch, or rather, for Mr. Darkfoot to watch.
  • When they start breaking into the stone instead of chipping at the wires, Tuppance scolds them and they head back.
  • Except Mr. Trisfir bumps into one of the golems, disturbing it from its rest. Didn’t we say he wasn’t supposed to go on infiltration missions?
  • We all head in to deal with the awakened golem, and somehow manage not to wake the other two.
  • Once it is down, with the other two disconnected, we pull the lightning lever, which frees the scepter.
  • Back in the third room, we put it in the altar and get another illusory message.
  • Kurth tells us that the secondary precautions are in place, citing the things we have been fighting. Then mentions a crowning achievement called Valarian who will “cleanse this place.”
  • The southern door is now able to open, and is full of body parts, presumably the leftovers from the Flesh Golem creation. There are also a number of magic items hidden amongst the bodies.
  • And another stairwell leading down.

Mohrgs

  • There is a hall of three doors, the first must be expertly made because Mr. Darkfoot cannot get it open.
  • He has more luck with the second door, which opens to another workroom. This one full of ruined books, scrolls, and dripping skeletons with giant tongues.
  • I managed to turn two of the three and we take them down one at a time. There is a runic book spine that fits into an altar in this room.
  • This time the illusory Kurth has his hood back to reveal a ruined face and hideous wounds, which he seems to have try to fix with other bodies’ parts.
  • He reports that the orcs are pushing again. That he might not finish. That he wishes to save the city from damnation, and will leave the commander in charge.
  • Back in the hallway, #13 forces the first door open, and we find more of the same.
  • These skeletons manage to put Mr. Darkfoot down, but Ms. Rosewood saves him before I can get there, and nearly gets eaten herself for her trouble, but I keep her up until the others put the creature down.
  • This has been a lot of terrible fights, so we drag these two bodies into the other room and hunker down for a long rest.

Guardians

  • The southern door evaporates when we open it, leading to quite a large laboratory.
  • There are many undead wraiths in here, all standing at attention, and one wearing a full suit of armor.
  • The turned to face us as one, and the Commander, for that is surely who the armored one must be, slams sword to shield and speaks.
  • “Hold. We know not what drives you forward. Leave now or die. Valarian the Damned must not be let free.”
  • Seeing he was not simply mindless we ask after Valarian and are told it is Kurth’s final and more horrible creation, a beast of total destruction.
  • Kurth found it completely uncontrollable and set these to guard it forevermore and let none enter its chamber.
  • The group wants to kill this final abomination, despite my protests that we allow these wraiths to continue their vigil. We have killed too many of the other defenders they argue. I just want to go back to the Library.
  • They take a vote and I am overruled, though Mr. Darkfoot tries to get me to change my mind, but relents when I remind him I didn’t want to come to the ruins in the first place.
  • The fight is brutal, and we nearly lose several people, several times, but we are, unfortunately, victorious.
  • We sit down after the fight, to gather our resources and prepare for an even tougher battle ahead.

Don’t Tell Spy Master

Find Dasher Snobbeetles. I don’t find people, I just follow them. Everyone else finds people. Page says we have to go someplace called the Jade Dancer in the Southern Ward. There’s a weird flying blue globe with dancers along the way. That looks dangerous. The big Jade Dancer statue is a good dancer though, she’s nice. There are some halflings up on the balcony for Red to talk to cuz he looks halfling tonight. He’s up there for a long time, but then he comes down and disappears again. He knows where to go when he gets back, looking like himself again.

We’re all going to go to the Way Moot at noon tomorrow. I’m nervous, I think Spy Master wants me to do this, but what if I miss Dasher? I need the flock’s help.

Red spots him, and I spot Red. He talks to the guy a little, but I can’t get too close, or his friends might spook. Then they head off to an alley, and I follow, close enough to hear. Red tries to get him to leave town. Uh oh, what’s going on? I knew I should have done it myself. Dasher says he’s not leaving, okay good. Then turns into a wererat! Red says he’ll tell his family that he’s not coming back. Apparently wererats are bad for rich families. Red says he’ll go with me to explain to his family. Red’s much better with words, but I’m still nervous. This isn’t what Spy Master said to do.

The family starts saying how their son is dead when Red explains. I don’t understand, he’s just part rat now. The lady seems very sad, and the man is very serious and gives us the money. When we get home Red splits it up, and gives me extra for Spy Master. So, I send it along with a short note. Spy Master sends back a disappointed reply. I was right, I was supposed to do it myself and get all the money for him.

Maybe I can get him money on the next job; Red wants to rob a tomb. It’s a secret though, and dangerous. I have to go with him, I have to bring the shadows and protect the flock. Page and Orange are coming, too. I wonder if maybe Nevi should come, he’s got more magic, but Red doesn’t want a big group. The watch is out in force this week. Stay low, don’t tell, keep quiet.

Red says it’s the tomb of those people who hid the Nimblewright and the stone. They have lots of magic and traps protecting it. An illusory door, webs on the stairs. The first coffin sprayed acid all over me. The halls are full of fog cloud, I guess it could be worse. There’s lots of shiny, fancy things down here. Maybe Spy Master would like some of this. Can’t tell him where it came from though. Then Red set off a big fiery trap that woke up a big stone monster. It hurt Red and Orange a lot, but we crushed it!

Blue Alley Mostly Isn’t

Journal Scrawlings on a slightly burnt and bloody page

Catbard’s Mert is still after the beheader from the docks. Oh no, she wants to go looking for him. In a magical alley! That people don’t come back from. The Big Guy says it’s full of magic and monsters and an evil mage. Why is my new flock so bent on finding the guy? Job’s done. At least she’s letting us go back to sleep until morning.

Blue cobblestones – source unknown.

Not an alley. Hallway. No way back out. Green light ahead.

Double doors – Gallery of people dying in portraits. Dart traps.

Another hall – more pressure plates.

Double doors – Blade trap.

Library – Tables trapped with gas.

Broken door stops it.

Trapped door into the kitchen. Dead things in the dining room.

The entire parlor is a trap.

So is the kitchen – whirlwind of cutlery and flatware and pots and pans.

The library is lovely though. Found a Dwarven Dictionary.

Gaming parlor – must play or get burned.

Coat room – pit trap.

Downstairs ball room – extravagant dancing blade trap. Stage has sandbag and mirror traps.

Loads of treasure. No beheader. Orange stole a gaming table.

Ninjas and Sharks

We ran around the apartment looking for clues. Everything is a wreck, there’s blood painted on the walls. All the lab stuff we brought over is gone. The doorman didn’t see anyone come or go, but suggests our servants can fix the mess. Heading back downstairs, I call out for them, and Barry apologizes. Wait, what?? He says that the other servants made the mess, but he didn’t see it happen, didn’t see who left after. I order him to clean up the mess while we discuss how to quickly go after them

Leaving a note for Remy, should he ever come back, we head out to Xingtown, carrying Klein. We don’t have enough magic to get there quickly, so foot it is. When we are halfway across on the ferry, a ninja in blue comes down and a whole group of shadowy men attack. I levitate up off the ferry and let the fight move on without me. Dalish manages to get them to talk.

They told Remy to go inside and bring their stuff out. When he didn’t come back out, but we did, they assumed foul play and treachery. I let my spell go and swim after them. Dalish keeps explaining what happened, while Klyce tosses me a ring and pulls me aboard. They say the Koga clan stole his sister. We convince them that we are not their enemy, at least not today. I ask about his sister’s magic, and he says it is rare. We convince them that we’ll go find her and bring her back. They say they will watch.

Finishing our ferry ride with another discussion of killing and killing by leading killers to other killers. We’re not to kill the killers, but we can only control our own actions. Using Locate, we run around Xingtown until we get a ping, 500 feet below us. Heading into the sewers, we find no way down. Coming back up, we look around and decide Lu Bai’s dojo might give a way down.

We knock, but there is no answer. Gerhardt sends in his snake and finds it empty, but Lu Bai is in the back office with his sword drawn. Klyce knocks again and shouts for him. He comes to the door and tries to shoo us away, but we tell him we are looking for the Koga and explain. He says he cannot help us, there is nothing here that can help you, but leaves his door open.

We head inside and look around. Nothing sticks out, until Nat uses her wand. There’s a dummy in the corner. We mess with it for awhile until Klyce just grapples with it, and there is a click. We head down a 30 foot ladder. We all head down after Klyce sets off a trap. There are tripwire everywhere, and pits, and tunnels going every which way.

Eventually, we get to a well-lit room with a matted floor and a dias in the center. There is a black iron shell on the platform. The wall is covered in writing. Once we all get into the room, the door closes behind us, and 4 ninjas appear and attack us. The fight is bloody. Dalish keeps ringing his bell and murdering them! Klyce manages to knock out the last one, instead.

Nat finds a hinge on the shell, revealing a slide downwards into the dark. We all slide down after a quick check for traps at the top. Oh gods, this is fast and so many twists and turns. Suddenly I’m alone. Then I’m splashing down into water. There’s something in here with me. Something bumping into me. I have no more magic. I don’t know what to do! Pain. Blackness.

Traps, Mummies and Kitties, oh My!

Quint keeps sayin there’s treasure, so we go on. Big long hallway, full of traps. Skeeter stop crossbow trap, pit trap (after Scootch fall in, but he fall slow, so save him quick), crossbow trap, pit trap, crossbow trap… oops! That one not so good, but nobody get hurt. Marta tired of traps and make stone walls all down the rest of hall to big door with skull on.

Skull door not open, but big firey bugs get mad anyway and try to sting us whole bunch. Skeeter and Quint back down hall til Margie and Scootch take care of ’em. Marta gets rid of ends of walls, and Skeeter find a secret door, but it locked tight, so smash it in.

Skeeter find two more hid doors, Quint go North. We find dead guy that pillar pointed at yesterday. Quint shout at him: “Hey Dead Guy, what’s your deal? What’s the treasure situation?”  Dead guy says: “You want what is mine, come and see if you can take it.” Quint shout back at tribe: “He has treasure! He just admitted it!” We attack dead guy.

Dead guy gets scared and runs back through hid door to other hid door to hide behind bunch of skellies. But we smash them all up good. Marta don’t feel so good after, but they have so much treasure! Skeeter gets pretty new armor and cloak, makes faster and sneakier on the walls.

Next we find basket full of kittens. No one wants to cuddle Scootch, so he cuddles kitties. Ghostface doesn’t like kitties, curses at them and they all scream so loud. Shut ’em up, Scootch! But he can’t and they explode. Mama kitty comes roaring down the hallway. She’s so cold! But we smash her, too. Margie falls down though and won’t get up. Guess she finally tired. We drag her to a room and take a nap.