Category: abomination_vaults

  • Abomination Vaults – Session 22

    • The heroes begin by descending the eastern staircase leading down to level 4 of the vaults. In the stairwell they find another ghostly message, “The Gauntlight is a weapon built to raze Absalom – it must be stopped!”
    • The staircase leads to large cavern with a raised platform centered over a still, underground lake.
    • The cavern is occupied by a feral looking man and a wolf who barks commands at the group to leave immediately
      • The party attempts to communicate further, but the man instead attacks the party
      • He quickly reveals that he is a werewolf
      • During the fight, Suman contract the Curse of the Werewolf
      • Before either the the enemies are killed, the man surrenders and offers to provide a reward if they spare him (which they agree to)
      • They learn that he is Jaul Mezmin who was involved with the murder of Ayla Lathenar some 30 years ago
      • He has retreated to this cavern for dozens of years in solitude because of his sins in the past
      • He tells the party what he knows about this level
        • There are nightmare stairs to the north
        • There is a ghost on an island to the south
      • They let Jaul and his wolf leave through the north east cave
      • He gives the party Ayla’s amulet (non-magical)
    • They head south and find a cave with a metal chute that empties out into slimy water. (They could maybe climb up the chute) There’s also a long dead otyugh in the room.
    • Continuing on, they find another large room filled with 3 feet of water that has an island at its center with skeletal remains.
    • When they approach the island
      • A ghost appears from the skeleton
      • Also 2 flickerwisps and a Will o’ Wisp appear and attack the party
    • The ghost reveals itself to be the ghost of Otari and helps the heroes fight the wisps (by jumping out of the shadows of different members of the party)
      • Otari unintentionally gives Nolam and Suman Filth Fever by appearing out of their shadows
    • The party defeats the wisps and is now ready to speak with the ghost of Otari Ilvashti…
    • XP:
      • New: 170
      • Total: 319
  • Abomination Vaults – Session 21

    • The group begins by exploring the scriptorium where they find both the remains of a long dead drow elf AND her ghost.
      • The ‘drow elf ghost administrator’ orders the party to get to work on transcribing books before disappearing into the east-facing wall (which they later find to be hiding a secret door)
      • The skeletal drow elf remains contain:
        • chain-shirt + 1
        • A framed painting of Volluk Azrinae
      • The ghost returns to the room and a fight ensues. The heroes are able to lay the ghost administrator to rest (through force)
    • They explore the hidden room to the east and find a secret workroom that is otherwise unremarkable except that it contains the infernal contract Korlok requested.
    • A second staircase to the 4th level is found
    • The party heads back to Korlok and give him the contract. He finds a loophole that allows him to return to his infernal home. Before leaving he informs the heroes of other devils that he knows reside in the vaults
      • Zebub the janitor that they already know about and have killed
      • Urevian is a contract devil on a lower level and that ‘he is shrewd but is well known for keeping his word’
    • The party finally returns to the ‘main boss room of the level’ and finds The Temple of the Canker
      • A large, 15′ tall sculpture of Belcorra made out of bits of flesh for various ‘sources’ is in the back of the temple
      • 2 canker cultists and a ghoul priest are busy adding to the sculpture as the heroes arrive
      • The priest demands the party give up and become part of the sculpture. They decided NOT to do that so everyone rolls for initiative. The heroes prevail.
      • The priest had a staff of necromancy which the party grabs
    • XP
      • New: 140
      • Total: 149
  • Abomination Vaults – Session 20

    • The party spends 3 weeks leveling up, crafting, and earning extra income through odd jobs around towns. During that time they pick up the following additional Otari info:
      • Carmen Rajani:
        • Owner of Blade for Glades weapon store
        • Descendent of Vol Rajani who was one of the founders of Otari
        • Is angry that he’s not a leader of Otari
      • The Otari market closed in remembrance of the store owner’s wife’s murder of 30 years ago. Some suspect the killer could still be alive.
      • The mayor’s daughter, Dorianna Menhemes, has become further withdrawn and disconnected from those around her
    • Upon returning to the vaults, the heroes find what appears to be a rough and incomplete cave that was to become another room for the library.
      • They find a +1 striking pick
    • They then find a furnace room that is haunted by two arguing ghosts. After a rough fight the party is able to dismiss the haunt through a combination of exorcism and intimidation.
      • They find a ventriloquists ring
    • XP
      • new: 60
      • Total: 9
  • Abomination Vaults – Session 19

    • The heroes begin by entering Belcorra’s office which is lit by a chandelier with an ever burning torch. They find a west-facing locked door stylized with an engraving of a book. Luckily they already found a bronze key on the first level with a book engraving that unlocks the door
    • Here they find Belcorra’s reading room which is occupied by Lurker in Light that is reading some unsavory books about torture. He attacks the party after being interrupted. After taking an enormous amount of damage from Suman, the Lurker uses a dimension door spell to try and escape, but is unable to outrun the party.
      • They find a book called ‘Ineffable Hauntings’ that can teach someone the Ghost Weapon spell. It also contains the ritual to create undead, specifically a poltergeist
      • There 1 bulk of books here
    • There are two doors exiting the reading room
      • South leads to a abandoned guard closet with stairs leading down to a lower level
      • North just leads to an unusually clean washroom
    • The heroes return to the main hall and head north to an unexplored hallway
    • They find an east-facing door that leads to a large room lined with books and a map of Absalom… but as it appeared 500 years ago. There’s also a large wooden statue of Belcorra… that lurches to life and reveals itself to be a Wood Golem when the party enters the room.
      • A very tough fight for the heroes ensues, but their fire-based weapons and implements turn the tide and they overcome the golem.
      • The books in the room seem to be focused on the history of Absalom sieges (as of 500 years ago), almost like someone was studying up on how to attack Absalom. There are 4 bulk of books here
    • The heroes return to Otari to lick their wounds
      • Even though they are just shy of leveling up, they are allowed to take out a loan on the gap in xp so they can become 5th level adventurers.
    • XP
      • New: 140
      • Total: 949
  • Abomination Vaults – Session 18

    • The heroes start by finding a secret door leading south which leads them to an abandoned guard room. They continue though the passage leading south
    • They discover a large natural cavern that contains a large pool of water:
      • This is the room that the well from the level above led to
      • A Gibbering Mouth that was living here fights the party, but loses.
      • The find 190 cp and 64 sp from the well
      • The cave to the north head down to level 4 of the vaults
    • They continue west through a natural cave until they find the back of a secret door leading north
      • The cavern continues on and leads to the troglodyte room from the first Otari adventure
    • They discover a reading room with couches
      • A friendly-ish morlock-ghoul, named Augrael, is found here reading books
      • The heroes convince Augrael to leave the room to go feast on the remains of the Gibber Mouther
      • An eastern exit leads up to the 2nd level
    • The group continues north leading them to a hallway they discovered on their first trip to the 3rd level
    • Another reading room is found, but it contains a ‘watching wall’ that attacks the group with psychic visions of paranoia. They destroy the wall to stop the haunt.
      • There is a secret door leading to a watching room behind the watching wall
      • They also find 2 more inactive teleport runes
    • Yet another reading room contains a message from the Ghost of Otari, “Belcorra fell to the Roseguard, but we never knew of these vaults below…”
    • Heading north they come across a room with a devil guarding a long empty cell
      • His name is Korlok and he gives off bored vibes; he lazily tells the group to give up and get in the cell
      • After negotiating with the devil they learn he is under contract with Belcorra to ‘wait here and let no one out until I come for you’. He knows Belcorra is dead
      • He agrees to let the heroes go if they promise to return with information of how to break the contract.
    • XP:
      • New: 130
      • Total: 809
  • Abomination Vaults – Session 17

    • The heroes wrap up some town buying and recovery stuffs before returning to the 3rd level of the vaults
    • They pick the lock of a door leading to the book repair office that appears to be occupied by the ghost of a female human who is compelled to repair ghost books ‘forever’. After some sleuthing the heroes determine that she took her life long ago to avoid the ghoulish intentions of her colleagues.
      • Removing the book repair tools from the room allowed her soul to rest and pass on.
      • The party found a gold paper weight worth 10gp and a crafter’s eyepiece
      • In her attached bedroom they found 2 bulk of books
    • They went back around to the tattoo-ghoul’s room to explore some side rooms
      • First room contained a butcher block with a +1 low-grade silver hatchet
      • Second room was filled with 5 dead morlocks who were ‘being aged’ by the ghouls. The party detects the presence of the disease blueblisters and leaves the room.
    • They find the firefighting supply closet which contains a wand of quench
    • A room with book repair supplies is discovered. It contains a 2nd level scroll of mending and scroll of hypercognition
    • They explore the northern section of the main library hall and find a washroom that has been otherwise ignored by the ghouls and can be used as a safe place to rest
    • They move on eastward to the restricted collection hall. Here a canker cultist and 4 ghouls try to coax the heroes to head north to see ‘the high priestess’. The party instead dispatches the ghouls here in this room first.
      • They find 6 bulk of books
    • Before heading to the high priestess, the heroes decide to check out the two doors in the south in the restrict collection hall
    • Here they find a gruesome room covered in blood and gore where the cultists store infected persons. (so that they can turn into ghouls) The heroes kill two more canker cultists that were found arguing over whether some meat was done ‘ripening’ yet.
    • XP:
      • New: 210
      • Total: 679
  • Abomination Vaults – Session 16

    • We pick up with the party quickly slaughtering 4 ghouls that were peacefully devouring some expired Morlocks
    • They try a door leading south and find a horrific workshop where a stronger ghoul has been tattooing flesh as some sort of artistic kink. The heroes are able to cancel this fella’s art show.
      • They find 2 bulk of books
    • They head further south to find the bottom of the elevator they discovered on the 2nd floor
    • Pushing further south the come across a room with 2 violet fungi. After defeating them they find enough of the fungi remains to be able to craft 2 douses of Violet Venom
    • They head westward into an absolutely disgusting room where 2 Canker Cultists are worshipping a stinking, rotting gibbering mouther corpse. A messy fight ensues but the party is able to defeat the ghouls
    • A door north leads back to the library reading room
    • The heroes head to the 2nd level to wash up and rest before continuing
    • XP:
      • New: 205
      • Total: 469
  • Abomination Vaults – Session 14

    • The heroes leave the crypt to find a kitchen that was converted into a shrine to Belcorra
    • They then entered the servants’ rooms:
      • Found 4 Morlock scavengers
      • Defeated 3 of them before one of them fled towards…
    • .. the old office to get help from 2 more ‘full sized’ Morlocks. The party kills them all:
      • The find a fancy gear in a broken clockwork assistant which Gilgalad is able to remove without breaking. Worth 40gp
    • There’s two exists from the old office, the group takes the more northern of the two which leads into a hallway with junk, wood and gears on either side
      • There are four spike traps in this room
      • Gilgalad normally checks for traps in every room but forgot this time and sets one of them off
      • He successfully disarms the other 3 traps before continuing
    • They enter the throne room of the Morlock leader, Graulgust. He recognizes the party for being capable and offers them a chance to appease the ‘Ghost Queen’ by defeating the ‘water monster’ that is preventing them from foraging. The party agrees.
    • They head down a natural cave that leads out of the throne room which exits into a disheveled dock next to a small, swampy underground lake. 
    • There are stairs leading east so the party checks that out first
    • They find a room octagonal room with silvery runes on the walls that looks like it does something… but they don’t (can’t) know what it is yet
    • Further along they find a raided pantry and another stairwell leading down to level 3.
    • They return to the lake and throw stuff into the water to get the water drake to attack them… which it does
      • They kill the water drake
      • In a chest they find
        • Axe of Retribution
        • Wand of Magic Missiles (1st)
        • Wayfinder
    • They return to Graulgust with the drakes head and he is visibly surprised. He leads them on a tour of his domain after naming them ‘ Lackeys of the Ghost Queen’
    • At the end of the tour he gives them another ultimatum, go kill a group of ghouls called ‘The Cult of the Canker’ on level 3 or become prisoners.
      • The party instead attacks Graulgust and his 2 Morlock guards
      • During the fight Graulgust calls for his Fleshwarped pet, Grothlut, who arrives after three rounds fighting.
      • It’s a hard fight with a couple people reaching 0 hp (or close to it) but the heroes succeed in ridding the dungeon of the Morlocks!
    • XP:
      • Level Up to Level 4!
      • New: 380
      • Total: 144 (1144 – 1000 after leveling up)
  • Abomination Vaults – Session 13

    • Short session since the IRL people running this game had dinner at Panda Inn
    • From the Dead Worm room the party heads south into a what ends up being a crypt
    • Here they find the shadow spirit of one of Belcorra’s servants
    • A tough battle ensues before the shadow is banished (Nolam briefly has his shadow pulled away from him!)
    • XP:
      • New: 60
      • Total: 764
  • Abomination Vaults – Session 12

    • Our heroes begin the session by having a long rest in the spider war room
    • They then returned to the L-shaped hallway
    • The party then explored what turns out to be a haunted washroom. A creepy, glowing energy writes the message, ‘I was Otari… save me from below!’ before it coils along the floor leading the group to the stairs leading back the the (dangerous) level 3. They agree to pick up this thread of story later.
    • Returning to the hallway, they enter rooms that seem to contain cleaning supplies before finding a small demon licking the floor clean in a room childishly painted with scenes of burning mountains and rusted buildings. Unable to communicate with the demon, a fight ensues and the heroes are victorious.
    • The group next enters one of the east-facing doors in the L-shaped hallway and find 2 morlock engineers trying to repair/modify a large ballista. The party kills the ‘mushroom-eyed’ foes. There are two exits to this room:
      • A barricaded door to the north
      • A door to the east
    • They check out the east door and find a room with a well along with what looks like adventuring gear. (which they correctly guess belongs to the missing theives guild pary) The heroes take:
      • 1 lesser healing potion
      • 13gp
    • From deep in the well, the group hears what sounds like splashing and a small crowd. A lot of discussion takes place around how the theives guild party got down the well before Gilgadan sends their familiar down the well to find a hiddeous Gibbering Mouther, which the party will deal with later when they explore the dungeon’s third level
    • They return and check out the barricaded door and find… the missing thieves guild party! The heroes agree to escort them back to Otari… after they explore a bit more.
    • They return to the L-shaped hall and go through one of the west-facing doors and find the ‘Punishment Room’ which is unexceptional except for a secret door on the south-facing wall. They go through the secret door
    • Here the find a hall with
      • a door leading east
      • another secret door to the south
    • South door: opens into a circular room with a moss covered skull engraved on the eastern wall. Touching the skull causes the room to become an elevator going down. The party decides to check this out later as well
    • Easter door: Large circular room that has no exits. Notable features
      • A giant long-dead purple worm
      • An arc of blue necrotic energy weaves from the floor to the ceiling
      • This room appears to be beneath the lighthouse on the ground level
      • Within the worm carcass they find +1 warhammer
    • At this point the group decides to return to town with the missing thieves guild folks
      • They are rewarded by Yinyasmera at Crook’s Nook with 50gp
    • XP:
      • New: 150
      • Total: 704