Decaying Lands 21: Bottom Floor Exit

PCs Present & Played:

Caleb, Fighter 3 (Just Yolks)
Jewel, Really Good Dog 3 (Rudy)
  Buddy, ratter dog
Karl Gelt, Exiled Prince 1 (Helpful Waffle)
Tenkos, Cleric 3 [plague doctor kit] (Sugarplum)
Viggo Marklund, Specialist 3 [bounty hunter kit] (Peanut Butter)

Last time the party talked to some dogs, got some info about mean squirrels and big people rocks in the woods, met a cagey woman who knows a lot more than she lets on, dug up an elevator, and went 150 feet under the dirt down to the bottom of the shaft.

Sidenote: We had a bunch of technical difficulties getting started trying to get a new video solution working since appear.in decided to start charging $10 a month. Boo. Glad Discord got video chat all rolled out. It's not as good, but it's the right price.

The players were incredibly cautious here. They took Wiebke's torches and then did a quick inventory of other light sources. Turned out only Viggo was carrying any, giving them a total of 8 for a devle of indeterminate length.

Sidenote: this continued a trend of somehow only Viggo having adventuring gear. Going down the elevator he was the only one with any rope (they had to run back to town to get more). Before that he was the only one with a shovel to dig out the elevator (good thing Jewel had scrounged up those mangy squirrel chasing dogs or Viggo would have been digging for a while). I think maybe it all just came with the bounty hunter kit [edit: nope, just the rope] but it still cracks me up that Viggo seems like the only prepared and practical one.

Jewel sent her doggerling ahead. Even though she liked Buddy a lot more than the other ones she had that's not going to stop her from sacrificing him if need be. No horrible traps though!

They went down the hall, encountering four sets of paired statues every thirty feet or so. They deduced that the statues were meant to hold torches but the poses of the statues were warning against entering entering. The last pair of statues were half again as tall as a person and quite imposing but they continued on after a brief hesitation.

The next section of the passage was extra quiet, like all the sound was muted. On either side were dozens of holes from floor to ceiling. They checked into a few before deciding that their primary purpose was to sonically separate the elevator from the rest of the dungeon. Eventually the passage opened ahead at the edge of their torchlight. They lit another torch and tossed it as far as they could, illuminating a cluster of columns surrounding a large dais. On the dais was a huge statue of a humanoid. The overall shape of the statue was not well defined (think Batman cartoon's Clayface) but there was a carved chunk missing at the neck where a head would go.

They were hesitant to enter, especially when they saw some skeletons on the other side of the room carting rubble and stone from one exit to another.

They came in 1. Dais in the middle, columns around it. Skeletons take rubble from 3 to 4. 6 is stairs up. Jewel says hi ;)

Since the skeletons didn't pay them any mind, just kept carting rocks and whatnot, the party decided to head up the stairs, looking for a quicker way out than the elevator they came down on. As they traveled up the stairs the amount of dirt and rubble increased until eventually the got dead-ended in a cave-in of dirt and rock. Along the way however they past a series of murals on either side of the hallway. Paraphrasing, it went like this:

  • Group of people sealing a tomb with an ornate coffin in it
  • Same group of people wrapping a restrained man in some kind of bandages or similar
  • Huge battle, living against the dead
  • Isolated incidents and attacks
  • Restrained man from earlier doing experiments with the dead
  • Same guy pouring over "evil wizard books"

Disappointed, they went back down the stairs in 6 and moved over to 5, trying to keep their distance from the skeletons. They heard them still moving around but didn't have any kind of trouble so they pressed on. They moved past a large set of double doors (no horrible traps, no locks!) and into a huuuuuge hall. There were tables upon tables, all set for a feast (any food long since turned to dust), and tons of weapons and racks lining the sides of the room. They moved cautiously through, theorizing that this was some kind of feast hall for the victorious warriors.

At the end of the feast hall they came to another door, of sorts. This one was a massive disc of stone, set into grooves in the floor, with no obvious way to move it.

Like this but solid stone and bigger than the hole and set in a groove and okay it's not that much like this apart from the shape.

The front was incredibly smooth, so they couldn't get a handhold on it. They tried pushing, thinking it would revolve around a center point. Nope. Finally one of the player went and got some of the polearms from the weapon racks and tried to wedge it into the gap between the circle and the groove. A few of them got to work and were able to get enough leverage to slowly work the disc out of the way, into the side.

This time they found a much much smaller feast hall with much nicer tableware. They scooped up as much as they could stuff in a sack and went toward the back of the hall. Hanging prominently at the rear, each behind a head table, were five very ornate and well made tapestries. Each one had a single, prominent figure in the middle with a battle going on in the background, similar to the murals seen before.

They debated maybe two minutes the possibility that the tapestries were trapped or cursed before taking them off the wall, rolling them up, and hoisting them on shoulders. So far their ideas for the tapestries are:

  • Burn the tapestries because maybe they're cursed
  • Throw them at skeletons
  • Wrap up the skeletons in the tapestries


They ended the session carrying a bunch (5) of rolled up fancy tapestries and a bulging sack of fancy silverware. Now to see whether they investigate further or run with what they got. Someone cue up The Clash.

Sidenote: First real outing of Logan Knight's light rules from the fantastic Sleeping Place of the Feathered Swine (how many times do I have to tell you go buy that thing it's so fun). I made mine a little more forgiving, but so far this is their torch status (yes they only have 8 and four came from the torchbearer).

  • Torch 1: OUT
  • Torch 2: Lit, Statue 4, d4
  • Torch 3: OUT
  • Torch 4: Lit, Tenkos, d6
  • Torch 5: Lit, Karl, d8
  • Torch 6: fresh
  • Torch 7: fresh
  • Torch 8: fresh

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