The Weaver of Tapestries

Session 7; Chaos of Chaos; conclusion?

September 10, 2013

As you recall, our intrepid adventurers were attempting to exit the myconid cavern to return to Kendall Keep to participate in the Autumn Festival. However, the party is greeted instead by two very angry priests, 6 minotaurs, half a dozen zombies and a challenge to the death!

Hell yeah!

The party falls back just inside the mouth of the cavern, which is 20 feet wide. Richter and Iomhar are on the west side of the entrance, and everyone else in on the east. The minotaur throw large leather satchels into the cave entrance while a voice from outside, presumably one of the evil priests, works an incantation. The satchels burst open and 8 skeletons rise up. 4 of the skeletons were green-ish and wrapped in barbed wire, and 4 were red with glowing red balls of magical energy inside of their ribcages. Iomhar, his cat and Richter were surprised from behind by a hidden female and a mummy-like cat who had set up an ambush. Game on!

Zaphael dropped a Lubricity spell under the skeletons, which put them flat on their boney butts. The rest of the party drink Potions of Speed and set in to attack. Some of the skeletons start crawling west, and some go east. Iomhar engage the female with arrows, Richter hides and moves into position for a backstab. Iomhar’s pet cat moved to attack the mummy cat thing.

Robert and Ingrid are able to make quick work of the first wave of skeletons, only to find a nasty surprise. When the red skeletons die, they explode like a fireball! This is particularly brutal for Robert, who takes a bunch of damage, so he gives a bunch of damage right back. Attempts to turn the undead by Tharsis prove futile.

Seeing the slippery entrance, one of the minotaurs is thrown into the cavern to get past the entrance, only to get obliterated by Robert. Iomhar and Richter take out the female fighter quickly, thanks to some 20s and a good backstab by Richter. Attacking the mummy undead cat thing proves difficult as we learn (ye olde hard way) that it can only be hit by magic items.

Outside of the cave, where the rest of the minotaur, zombies, more skeletons and the priests are waiting is far from quiet. The kobolds the party had befriended earlier showed up from the treeline to the west and engaged a priest with slings, using nuggets of poop containing rot grubs.


To the east, a nasty storm brews up rather quickly, heralding the arrival of the druid that our previous thief had been so determined to offend. He drops a nasty lightning bolt on the second priest, actually the high priestess of the cult. Once the remaining undead inside the cave are destroyed (with a few more explosions), the fight spilled outside.

More exceptional rolls and wave after wave of heavy damage dealt by the party and the undead as well as the minotaurs drop fast. One minotaur, due to a freakish 20 rolled by the kobolds, caught a rot grub filled poop ball practically in his mouth. The party put him out of his misery. The male priest, also distracted by rot grubs, was quickly laid waste. Tharsis nailed a turn undead that sent the remaining zombies running to the hills (someone will get the Iron Maiden reference there). The high priestess, now all alone, uses a magic item to slip into the ethereal plane.

It was a massive, lengthy battle, but one the party won in a very one-sided fashion.

After weighing the options, the party decided to rest a couple of days and return to the Caves of Chaos to finish cleaning them out and to make a last ditch effort to look for Tywilla. The party stumbled upon some very confused undead caretakers and researchers. Believe it or not, it was the ranger and the cleric who decided the undead should get to “live” and we left them alone.

We continued on exploring and were able to free several more prisoners hidden in the caves. Eventually the party finally finds and frees Tywilla, who appears to be some form of undead that we have not quite figured out yet. Although the ranger and cleric really want to kill her, just to be on the safe side (which is the exact opposite stance they took on the skeletons), they are talked out of it by the evil mage (go figure). We decide to eventually take her back to the Keep when the time comes to see if she can be saved or possibly resurrected once the caves are done. We clear one last area, and get hit with multiple spells that nearly disorient the party completely, threatening to trap them deeply in the caves. However, they manage to make their way to a single room at the end of a long, winding corridor.

The room is very well and richly decorated with only a single female asleep on a couch and covered with sheets. She is awakened and oddly, is wearing a hood. We first think she might be the priestess, but that idea is quickly dismissed when it occurred to use she actually might be a medusa! The mage doesn’t feel like taking chances, and drops a Darkness 15’ radius on himself before warning the party. Everyone is engulfed in darkness, while the woman scurries off.

Ingrid peeks out of the darkness and sees with her infravision, heated footsteps that went to a wall and disappeared. Richter finds the secret door and Zaphael moves to stand in front of it, engulfing it with his darkness spell. The door is opened and the party carefully peers inside. The room is a treasure room framed by suits of armor around the perimeter of the room. Zaphael drops a Lubricity spell in the room and Tharsis summoned a Dust Devil to knock over the suits of armor, eventually revealing which contained the hidden woman. The woman produces a bow and nails Zaphael with a shot coated with poison. Zaphael was dropped to 2 hit points, saved only by the quick reaction of Tharsis, the priest. The woman is killed quickly thereafter, revealing that she was, in fact, a medusa!

The party returned to Kendall Keep with their mighty loot in tow, to get cleaned up in time for the Autumn Festival.

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Caves of Chaos; Session 8

September 24, 2013

I can’t tell this story chronologically, because it would lose impact. Therefore I’ll tell it chromatically! The most colorful parts first: We were fresh out of the frying pan and straight into the zombie apocalypse.

We were living high on the hog after beating most of the bosses, with one running away into the ethereal plane. We did a little searching around the caves to clean up any loot, but the boss that ran away had enough to loot whatever she wanted. We did find a few prisoners that were survivors, or so we thought.

Turns out their were biological time bombs.

The necromancer had developed a spell that infected these people with an undead contagion not unlike what you see in zombie movies these days. They turn fast, move fast and infect people hard. We didn’t know this at the time, but there was much debate yet again over what to do with the very dead, but very much moving anyway. Throughout the arguing, she bit someone (clue?) so Robert killed her. Turns out she wasn’t the only one feeling bitey. Another of the survivors bit another survivor and people started running away screaming.

Iomhar tried to chase one down. Tharsis, Robert and Ingrid stayed and tried to help the remaining survivors get back to the Keep. Zap and Richter took off to warn the Keep in case the people who ran away went that way. Along the way to the Keep, a wagon was spotted with dead people in it that had clearly been feasted on. Like I said, these things move really fast.

Zap and Richter ended up at the Keep and things were already getting out of control. Iomhar got to the Keep and ended up being arrested when he was trying to warn everyone. The population of the Keep had swollen by another 400 people who had arrived for an Autumn Festival. People in the Keep were already infected and things were getting out of hand. Zap and Richter ducked down into the sewers and tried to escape. Turns out the sewers already had undead in them (I said they were fast). Zap and Richter had to use a number of tricks to work their way out of the drainage grate and tumbled down the hillside, where they ducked into the woods and hid.

Iomhar managed to talk his way out of trouble and met up with Tharsis, Robert and Ingrid.

I’ll finish writing this thing tomorrow.

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Caves of Chaos, Session 9

Ok, so that’s a lie. It isn’t exactly the “Caves of Chaos” so much as it is the transition into the exploration and inevitable total domination of Quasqueton!

I know what you are thinking: what the flying French hell does that mean? I am not really sure. It is a name that has kept popping up at various points in our adventures thus far. So far we think it is a place, that it can be accessed from the Caves of Chaos, and that it is spooky.

That’s about it.

Tharis, with a few well placed spells relating to stone movement and management, has managed to burrow us a lovely tunnel into the entrance of Quasqueton. Other than a few Magic Mouths telling us to get bent, the coast seems clear. We traveled down a hallway that tapered off the right, with Richter leading the way, checking for traps, and Iomvar close behind as his overwatch, and Ingrid guarding. Tharsis and Zaphael were in the middle, and a very oddly acting Robert was rear security.

We came to an intersection that went off in three directions. A few more checked and disarmed traps and a few picked locks later, and we find a chest with a key inside, guarded by nothing more than another magic mouth. It turns out the opposing hallway back at the intersection contained someth


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