Dramatis Personae
Beltin (Aasimar Dirge Bard/Cleric 12).
"Jake" aka Alex, the actual character name but I refuse to go back and edit the old entries (Human Wizard/Rogue 12). MISSING PLAYER
Zai (Human Tetori Monk/Lore Warden Fighter 12).
Glory, aka the Righteous Wrath of Heaven or something similar (Aasimar Synthesist Summoner/Bloodrager 12).
"Are you sure this is a playground?", Session 18.2 - 11/14/14
Day 48
The "Break Room"
The "break room" is dominated by a fairly large table with long benches on either side, and the table is filled platters of various meats, cheeses, and breads suitable for making sandwiches. Also on the table is a covered silver platter. A glance with detect magic/poison and knowledge rolls identify the food as safe to eat and, surprisingly, not from a sentient race.
Continual Light comes from a sconce on each wall and on the other end of the room the party sees an open doorway leading a darker room, but one filled with the fire light, and from that room the party can hear a fire crackling in a fireplace.
As Glory was tortured and starved for about a week, he prepares to eat from the table once it is clearly safe, but decides to lift the lid on the covered platter first. He does so and looks into the blank, staring eyes of a child's severed head. Appetite lost.
The party continues into the next room and sees a couple large comfortable looking chairs sitting on a rug in front of fireplace containing the previously seen and heard fire. There is a small table between the chairs containing an almost full bottle of brandy and a few crystalline glasses. A closer look reveals the rug to be made of human hair and skin.
At the other end of the room is a well, a closed door, and a bookcase.
Beltin examines the bookcase and finds several disturbing looking tomes, mostly in abyssal. Most seem to be the equivalent of trashy romance novels, but two stand out: "The 37 Lessons of Orcus," a banned heretical tome supposedly detailing the life of Orcus; and "The Book of Suffering," another banned tome, this one THE comprehensive guide to inflicting pain and supposedly authored by the demon lord Shax, a torture connoisseur.
Beltin decides to take them both because you never know and he notices a bookmark in The Book of Suffering. He opens to the page and sees it is to a passage describing the use of psychological torture. It suggests keeping the victim off guard, never sure of when danger will strike, to disguise danger as safety and safety as danger.
It continues to use the example of offering genuine aid to the victim, say food and water to one dying of starvation and thirst, but place the aid in such a position where they will refuse it due to their own paranoia and even starve to death with salvation an arm's reach away. Always hilarious to watch, says the book.
This sounds quite familiar, thinks Beltin, and as he thinks this the party hears a high, terrifying wail from the darkness of the well. The party jumps and prepares for battle, but nothing follows. Cautiously they look down inside and see a small mechanical siren clearly designed just to fray the nerves of those already on edge.
"Fucking playground," thinks the party, and Glory again asks if the whole material plane is like this with disgust in his voice.
Beltin goes back to the bookcase for one last look and what is this? Secret compartment on the bottom of the shelf? Oh yes, here's where all the loot will be! He opens it and... reflex! The needle trap misses him and inside is the equivalent of "HA HA HA" written in Abyssal. Fucking playground.
The party heads through the next door and finds themselves facing another crudely made maze, and as they step out of the break room they feel themselves leaving the aura of preservation.
Back to the grind. On the ground is another blood trail and the words "SAFE PATH" are written in blood at the beginning. Seems dubious thinks the party, but they begin to follow it.
The home stretch
The safe path proves to be safe as the party continues on, but at one point they notice that they can see the other side of the blood trail across a gap in the walls. Shortcut? Shortcut! They take it and find a trap. Yay, traps! Eventually ahead they see a small flickering light, like a small flame. The blood trail takes them to it and they realize they seem to have hit the actual wall of the room.
The light is coming from a pile of glowing coals (perpetually glowing, as in magically enchanted to not go out) in a forge set in along the wall. Next to it is an anvil and a rack of tools. Looking further along the actual wall of the room they found, the party sees other forges setup at intervals; no Wall of Stone blocks the path between them, but the blood trail leads away in a different direction.
The party decides that they are done with the maze and are just going to walk the perimeter of the room now until they find the next door. As they decide this they walk closer to the anvil and suddenly a previously invisible rune flares up on its service. Fireball trap!
The fireball does minimal damage, but after it goes off, Glory notices movement in what he mistook for a scrap pile set into the alcove. It's another one of those weird metal skull things with wire all around it! And it's reaching a wire out to touch the anvil... this time Beltin sees it and recognizes it for what it is, a Gearghost.
That would explain all the traps they found, he thinks, but there must be quite a few of them around to make all this happen. Beltin explains it is resetting the trap as the gearghost touches the anvil... and resets the trap! With one round before it re-triggers, Zai and Glory easily destroy it with a full attack and then Glory, with his already cast Resist Energy Fire, just lays down on the anvil and absorbs pretty much the whole fireball with no ill effects. Crisis averted.
Before moving on the party examines the gearghost one last time and then notice what looks like a hilt in the scrap pile it had been hiding in. Cautiously they investigate and find an adamantine dagger just laying there for centuries apparently. Glory is all for taking it before realizing that the sigil of the Tower of Weeping Sores is engraved on the blade... and then he just drops it. Beltin decides the symbol doesn't offend his delicate sensibilities and stashes it.
The party continues along the wall and around a corner, finding a few more mechanical traps at times, but is mostly unaffected. Then ahead is mist. More mist. An obscuring cloud actually and it is blocking their way. The party does not like the idea of going through, but they certainly aren't going back now. Beltin tries to dispel the cloud but his dice hate him and so it stays.
Eventually they decide to just man the fuck up and walk in. Zai goes first and one thing he immediately notices is that it suddenly became quiet. Too quiet. Supernaturally quiet. He tries to communicate this to the others and realizes he can't and the others outside ask him what is happening and he doesn't hear them. Silence does that.
He steps out and explains and the party deliberates a tiny bit more before manning up for real this time and just walking in. About 30 feet into the mist they find a door, this one surprisingly not trapped when Zai opens it. The mist ends at the doorway and he steps inside to a fairly small antechamber with another door about 15 feet in.
On the wall is a message in blood: "EXIT: Congratulations you have escaped from the Tower of Weeping Sores! You may count yourself among the other (here is a nail with small sign hanging on it with "0" on it) lucky guests to do so! We hope you enjoyed your stay and feel free to sign the guest book!"
Next to the door marked exit is a small lectern with a tattered looking book on it, opening to a page covered in blood splatter. A small inkwell and quill sit next to it untouched. Apparently General Mirak and his circle are actually really good sports about people escaping.
Yeah, that's not happening, thinks Glory and he walks forward from the mist and to the entry door, Zai directly behind him, and Beltin in the rear. About halfway across the antechamber Glory feels the silence end, but when he pushes open the door, suddenly another large rune flashes on the ceiling.
A black serpent made of smoke lashes down and strikes him the chest and Glory finds himself Sepia Snake Sigil'd on the threshold of the doorway out of the playground. So much for the owners being good sports and the game not being rigged. That kind of cheating wouldn't stand in Heaven, Glory would surely think if he wasn't trapped in stasis.
Zai moves forward to check on Glory as it is clear the trap is expended and behind him Beltin moves into the antechamber. Or he would like to, but...
While Glory was getting trapped and Zai was distracted, the reason for the Obscuring Mist and Silence became clear, at least to Beltin, as the hidden Crimson Death made its presence known by attempting to envelop him, which is not good for the squishy caster.
As the crimson death gets ready to gorge itself, Zai makes his perception check and notices something is amiss and turns to see Beltin facing his inevitable-if-fought-alone-in-magically-silenced-area death, and runs back to change that.
He pulls the mist like creature off of Beltin and begins to do what he does best and wrestle it. The crimson death wrestles back, but finds itself outmatched. It tries to flee back into the mist and safety, but Zai catches it and puts it down. Another crisis averted, but about that issue in the next room...
Beltin offers homage and promises of blood sacrifice to his d20 and this time it favors him: He manages to dispel the sepia snake binding Glory and now they have escaped the playground! They step through the doorway into the next room and find themselves in a vast, but mostly decrepit looking armory.
They savor their victory as with the playground defeated, the Tower of Weeping Sores is surely ready to fall, right?
Right?
End of Session. No casualties.
Out of Game Notes: The "Playground" area is used by the general and his associates as entertainment as well as a test of worthiness for which guests deserve more personal attention. Prisoners are normally thrown into the cell Beltin was placed in and then freed at a set time by the skeletal guard (hence the watch) and left to run the gauntlet while suffering from both the normal horror of their situation, but also drug induced hallucinations, as experienced by Glory. The general and his people find it hilarious to watch.
Normally people of the party's caliber would not be down there, especially not so armed and especially not in a group, but such was the circumstance here. Most former victims were common folk and certainly weren't armed to the teeth and high level adventurers. The modified sepia snake sigil trap was placed to catch the (very) few that made it out of the playground under those rather fixed circumstances. Strangely no one who made it that far ever stopped to sign the book.
If you could beat those odds, being stripped, tortured, drugged, alone, and forced to run through a nightmarish gauntlet of traps, then obviously you would be worth keeping as a "guest" in the upper tower. The general enjoys meeting people with spirit... and then breaking it.
Which will be where Jake starts his session off.