Campaign Log: B4 - The Lost City

Session Three

[A short session -- another weeknight "after dinner & homework" game]

After the initiation and friendship ceremonies, the Brotherhood of Gorm moved the PCs into one of the abandoned clerics' chambers. While they recuperated, they learned more about Cynidicea and its people. They also came up with a plan of action. The long-term goal was to be the elimination of Zargon. In the short-term, they needed to replenish the ranks of the Brotherhood, and proposed a somewhat controversial plan to do so. The elf proposed capturing normal Cynidiceans that were "lukewarm" followers of Zargon (i.e. not priests or zealots) and "drying them out:" that is, forcing them to stop taking the mind-altering drugs that kept them in their dream-like state. Kanandius was uncomfortable with a plan that forced people against their will, but the PCs convinced him that they would be freeing his people from bondage, and giving them the opportunity to think clearly. Once their minds were clear, they could be given a choice, and hopefully they would choose to join the Brotherhood and follow the old ways. Kanandius cautiously agreed to this plan, but warned that his resources were few, at the moment, so the Brotherhood could not take care of more than a few people at a time. The PCs agreed that this was fine.

Once they were fully recovered, the PCs set out deeper into the pyramid, using the stairs. Kanandius warned them that the Magi and the Warrior Maidens have stongholds within the pyramid, as well, and to beware of them: especially of the Maidens, who are prone to violent action.

The PCs, wearing their Gorm masks (and pendant) descended to the third tier and began following the hallway. As they carefully moved along the passage, the elf noticed an irregularity in the northern wall, and the group stopped to examine the stones. No sconces were in evidence, here, so the elf started moving and pressing stone blocks. She found one stone that could be pulled out; once it was removed, a lever was revealed. Pulling the lever caused a clunking noise, and the wall "unlocked" and could swing open. The PCs pushed the door open, revealing a large storage chamber of some sort.

Crates and barrels were stacked in neat rows throughout the chamber, and the place was relatively free of dust. The secret door seemed to have opened in the southwest corner of the room. From the opposite corner, the PCs could hear scuttling and crunching noises, but the rows of containers obscured their view. They split into two groups -- one led by the elf and one lead by the fighter -- and made a flanking or pincer-like movement to investigate the source of the noise.

The fighter's group got into position first, and could see several large (3' long) beetles chewing and breaking into the crates. One of the beetles saw them, as well, and scuttled forward, mandibles working excitedly. The fighter drew steel and held his ground, but the beetles stopped a few paces from him and squirted an oily, foul-smelling discharge towards him. With an oath, he leapt aside, raising his shield. None of the oil struck him, though, and he stepped forward and attacked. His blow caught the beetle solid, hewing it nearly in two. Its legs twitched feebly as it died. [He rolled a natural 20 and did max damage -- this is exactly how he opened the first combat of the adventure, too!]

In the meantime, the elf had moved into position and could see the remaining three beetles, which were just now turning from their feast to investigate the disturbance. The elf gestured in the air and spoke a rush of arcane syllables, and the beetles all fell asleep, even as they moved forward. Working quickly, the PCs dispatched the insects and made a search of the chamber. The fighter expressed some disgust that the elf had "wasted her sleep spell" on vermin like this, especially when it could have been used on potential "recruits for the Brotherhood!" [My son took my wife to task, on this one. She seemed unapologetic, though: "you don't know what that oil could do if it got on you -- maybe it's like acid or something...]

They soon discovered that there seemed to be only two obvious entrances to the place: the secret door they had come through, and a normal door in the center of the north wall. This last portal was shut, however, so it seemed that the beetles couldn't have come in that way. After some additional searching, the PCs discovered a crevasse high in the east wall: perhaps an air-shaft. It was far too small for men, but a low-slung beetle could probably squeeze through it. [This is a feature that wasn't described in the module. I added it because they looked for a logical way that the beetles could've entered the room -- now that I've established the presence of "air shafts" in the pyramid, I plan on making use of such features in future descriptions, too.]

Finding wine and fresh food in the containers, the PCs considered returning and reporting their discovery to Kanandius, but decided to see if they could find out who was stockpiling the supplies, here. They listened for noises at the northern portal, heard nothing, and opened it. Their torchlight revealed another passage that continued north into darkness. A the ragged edge of the light, it seemed to reach an intersection. Proceeding cautiously, the PCs found this to be the case, with the passage making a 'T.' To the west, it dead-ended in a stone wall with a bronze statue in front of it: a cherub holding a wand in one hand and coins in the other [the players recognized the statue as Usamigaras]. To the east, the passage ended in a strangely curved wall and a door. Beside the door was a stone panel with a row of strange runes carved into it.

Examining the west passage first, the PCs noted traces of powdered stone on the floor, near the statue. They also discovered that the statue's wand could move: it appeared that one could pull it left or right, like a lever. The PCs pulled it left, and both wall and statue began to move away from them with a loud grating noise. The elf retained her grip on the wand, moving along with the statue, and the rest of the PCs followed. The statue and wall moved back dozens of feet before finally coming to rest. Nervously, the elf released the wand, which snapped back into place with a click, but nothing else happened. The moving wall had revealed a much longer corridor, and also another door: this one in the north wall. The PCs listened, but heard nothing. They opened the door, ready for action.

The door slammed open to reveal a large, vaulted chamber. A few candles threw dim light around a star-shaped altar, and tapestries hung on the walls, depicting starry night skies and constellations. At least a dozen Cynidiceans in silver masks and rainbow-colored robes stood around the altar: all of them faced the door. No weapons were in evidence, but the silver-masked men all seemed to be prepared for a fight. At the sight of the Gorm-masks and bared steel, a fat, silver-crowned Cynidicean gave an outraged cry, and called for their surrender!

The PCs were surprised by this: clearly these were not Zargon worshippers, and they didn't want to fight them. Deciding the Fighter's Gorm mask was a liability, the Elf stepped forward, showing her unmasked visage, and called out that the PCs meant no harm.

A lengthy conversation took place. Once a parlay was achieved, the Fighter's high Cha helped the negotiations. [Also, the PCs are beginning to speak the ancient dialect better, although they still have accents and stumble over complicated concepts.]

The Magi of Usamigaras learned that Kanandius and the Brotherhood were taking a more active approach to opposing Zargon, but one that included less antagonism towards the Magi. [Actually, Kanandius never said this at all. The PCs are acting of their own initiative, here...] The PCs also said that the Brotherhood's new initiative was because Kanandius had found new resources, including "outland assistance" (they didn't lie, but they certainly implied that there were more "outlanders" swelling the Brotherhood's ranks).

Auriga, the Chief Mage of Usamigaras and the leader of the Magi, played things cautiously. He expressed amazement at the elf's arcane talents combined with her fighting skill, and hinted at a prophecy [made this up on the fly -- don't know if Auriga's telling the truth, or lying, at this point...]. Auriga is not sure what to make of the PCs or the Brotherhood's new attitude, but he senses an opportunity. He warned the PCs against the Warrior Maidens, characterizing them as opinionated and violent, and fixated on death. He said he could see potential for the Brotherhood and the Magi coming to some arrangement, but that he saw no chance that the Maidens could compromise or see reason. [This is Auriga working his angles more than anything else -- he wants to make an alliance that would let him use the Brotherhood as a foil against the Maidens.] He also said that it is unprecedented that anyone should be a Friend of Gorm and a Friend of Usamigaras, but it wasn't strictly forbidden, either. And with the prophecy...well, perhaps something could come of it. Time would tell.

The PCs seemed to accept everything Auriga said at face value. We'll see.

We had to end, here, as negotiations ended. Not much action, this time -- just lots of talking. My children seemed a bit bored, at times, and my wife dominated the negotiations. However, I'm not sure what else I could've done, short of starting a fight with the Magi. Still, I like the way the "politics" are heading. Auriga will do his best to aim the PCs (and the Brotherhood) at the Maidens. Kanandius may not be pleased with the liberties PCs are taking in establishing Brotherhood "policy." Things could get very interesting...