Scourge of the Slavelords XI: Coming for the Inner Council

This is the map of the area directly underneath the Slavelords' citadel in the module:
According to the plotline of the adventure, the characters are supposed to enter from either of the locations marked B68 or B13b, which are secret tunnels leading from places in the city above. My lot, however, have circumvented this by entering from the myconid village directly underneath location 3 in the bottom right hand corner of the map as you look at it. This holds one of those trick dungeon monsters so beloved of D&D, which is exactly the sort of thing I don't like. This particular 'gotcha' creature is a mimic in the form of a large rug with a chest sitting on it. I repurposed the room so that the mimic is actually a fungal creation that conceals and protects the way down to the mushroom people. They aren't daft...

Sir Blanque, Marion and Destiny emerge into a room made of neatly dressed stone from the lair of the myconid king. This presents them with two possible exits; they flip a coin and take that to their immediate left; this then leads them into a labyrinthine area festooned with traps, false doors and loaded ballista weapons pointing down corridors. The characters reckon this is definitely the way to the Slavelords' citadel, and use a combination of cunning, reflexes and elementals as they work their way through the place. Eventually they arrive at the centre of the labyrinth, which is noted as room 5c above, and are confronted with another of those large bull-headed warriors created by Dharzi magic (they encountered one of these previously). Sir Blanque leads the charge, asking his friends to let the poor guy live (!) because it's not his fault...

One battered and unconscious minotaur person later, they continue on their way. They come to area 6, which Marion reckons has a large floor trap of the kind they have come to associate with their enemies. Circumventing it, they emerge onto the shore of a large cavern with a lake that stretches off into darkness; there is a landing of similarly dressed stone to the area they have just left on the other side of a rather dodgy looking beach of sorts. Destiny uses an earth elemental to smooth their way, fully expecting to be ambushed by something nasty from underneath the sand. This takes them to a large door, behind which they can hear voices...

Umpire's Notes
This actually took a while to play through, mainly because of the labyrinth, which was quite dangerous. I decided not to bore any readers with too much detail, instead concentrating on the overall impression. This description is nice and short as a result.

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