Sun 26th Jan 2025 01:40

Entry 37 - Decent into the Sunless Citadel the sunken tower

by Aleksey Dotsk the seer

(session XLVI)
 
We have arrived close to Thar. We have with us 3 others, 1 half orc Burell (ranger), halfing male Olin moonfingers druid/ranger, both with the emerald enclave.
 
We wake up in the morning to some light rain. Draxon traps some rabbits over night.
 
We continue on. Fortunately our one guid, Burrell, is a half-orc, so he knows some of the local tribes. We continue on and unfortunately the rain picks up.
 
We are starting to get into an area with more hills and rocky outcroppings. Draxon finds an Elk, which will feed us for a number of days. We camp out another night and wake up to a cool morning with a light wind.
 
We start to follow a road, and notice these small humanoid feet that are visible along the roadway. This appears to be an old roadway, with lots of upturned cobble and stones. To the west of us, as we are traveling, and we are coming down a hill, we see an old narrow ravine that is dry. As we come upon it it's almost like a cleft. As we gaze down upon it, Burell says this is the area he was talking about. We see broken pillars sticking up. And see others going down the ravine; some area still vertical. The ravine appears to get deeper and deeper into the earth., with more and more pillars. I notice that one of the pillars on our side has a knotted rope tied to it. The rope goes into the ravine.
 
I send Uttu down and I see through his eyes. I see that the rope is in good condition, but it's very dark down there. He does see hand/footholds. I cast light on a rock and throw it down, with the hopes that it lights up for Utttu to see what is going on. In about 30' down it hits and rolls onto a ledge.
 
Draxon notices that in front of us, the pillars closest to us have grafitti written on it in Dwarvish. He also notices that there have been recent campfires up here, and they have tried to hide them but Draxon is smart enough to notice them. The Dwarvish script appears to be written with goblin words. Draxon doesn't recognize it as he only understands Dwarvish, not goblin. But I recognize that they are saying "beware of the sunless citadel", and "home of the muck walkers".
 
Olwen decides to stay with the horses. JM climbs down first as he is most used to ropes out of all of us from his sailing experience. He gets down to the ledge with the glowing rock on it. It's a sandy ledge overlooking the gulf of darkness to our west. The ledge is wide but very rough. Small bones of animals are scattered about. He does see a stairwell that extends further down the chasm. He sees footprints that appear to be goblins.
 
We all get down to the ledge, and Uttu sees 4 staircases and 4 total landings. Jean-Marie leads the way and heads to the last landing. I start to search and a giant rat that attacks! Fortunately Draxon rapidly comes down and cleaves it in half. I take the tail and cast "dead man's tell" as a ritual, to detect when there are Kobolds near. I give it to Jean Marie since he has been out front leading the way.
 
I send Uttu down further and there is a giant iron door with broken openings on it with cold wind blowing through.
 
Jean Marie gets to the door first and his nose gets a whiff of rot and decay. We appear to be in some kind of old courtyard, surrounded by a battlement. The floor slopes away to the N & S. To the west is what must survive of the forest, with a tower to the further west that we can see. As Jean Marie explores this courtyard, he falls into a small crevice, but manages to free himself with his pole, and right after he frees himself he sees three giant rats emerge from the crevice. Two take bites out of him, Burrel tries to attack but his hand axe goes flying. I try to bewilder one but confuse my spell. Draxon misses. We eventually get ourselves in order and take out the rats.
 
As Jean Marie heads to the door he hears a click, and a pit opens and almost swallows him up! A trap has opened up into a 10ft pit. On the west edge is a 2' catwalk that allows access to the door. At the bottom of the pit are two dead goblins, one newer than the others. One of the corpses is holding a scimitar and a shield.
 
We examine the door and it is locked. We don't have a key nor a lockpick, so I try putting water in the lock and freezing it with control water. Jean marie is able to insert a dagger and uses that to manipulate the lock. Surprisingly it opens up.
 
Opens up to a circular area with cracked granite. We see 4 goblin bodies slain, one with a spear through it, holding it against the wall. There are 3 doors leading from this area. We see the tower go up 30', but we aren't clear if the staircases go up.

Continue reading...

  1. Entry #1: Our journey further into The Cave of the Foulwater Goblin Tribe
  2. Entry #2: In and out of the lair...
  3. Entry #3: Out of fire and to the Inn - blasted guards
  4. Entry #4: Respite in Phlan
  5. Entry #5: Jean-marie the dead-riser
  6. Entry #6 - a riot begins
  7. Entry 0.5 - the party forms then splits
  8. The battle of Phlan continues
  9. Entry #7: the riot escalates
  10. Entry #8: Jailbreak attempt
  11. Entry #9: confined to a nice jail cell - jailbreak#2?
  12. Entry #10: Down the well - ruins in labyrinth
  13. Entry #11 - out of the tunnels - finally rest!
  14. Entry #12 - finding the Harper agent
  15. Entry #13 - Evening entertainment (i.e. barfight)
  16. Entry #14 - to the lighthouse
  17. Entry #15 - exploring the island
  18. Entry #16: into the depths of the island
  19. Entry #17 -Down into the dark bowels of Toril
  20. Entry #18 Battle at jade totem
  21. Entry #19: Solving Igon's murder
  22. Entry #20 - Grim's guilt assured - attack from the sea!
  23. Entry #21: the relentless attack from the sea
  24. Entry #22: escape from Sokol Keep
  25. Entry #23 - Escape to Melvaunt
  26. Entry #24 - the trade bazaar
  27. Entry #25 - Trade bazaar continued...
  28. Entry #26 - Regrouping at the Inn, then going separate ways
  29. Entry #27 - 1st attempt at securing the purse
  30. Entry #28 - Next morning, next pursuit for the purse
  31. Quest list
  32. Entry #29 - Jean Marie's gold is recovered (partially)
  33. Entry #30 - To the pub, an orb breaks
  34. Entry #31 - Lightning!
  35. Entry #33 - What to do with Tret
  36. Items for "sale" from Church of Gond
  37. Entry #34 - Illusndra & the church of Ghond
  38. Entry #35 - search for the cult
  39. Entry 36 - Battle with the Leucrotta
  40. Entry 37 - Decent into the Sunless Citadel the sunken tower
  41. Entry #38 - further into the Citadel
  42. Entry #39 - Fel's luck, discovery of ancient chamber
  43. Entry #40: The Chamber of Secrets and Perils
  44. Entry #41 (session L) - Retreating from the Kobolds
  45. Entry #42 (Session LI) - Negotiations with the Goblin Chiefton
  46. Entry #43 (session LII) - planning for battle
  47. Entry #44 (Session LIII) - Battle with the Kobolds
  48. Entry 45 - 2.7 Session LV - Discussion with Goblin Chief
  49. Entry 46 - Diplomacy with Goblin Shaman (session LVI)
  50. Entry 47: Liberation of the Kobolds (session LVII)
  51. Entry #48 - Descending into the mines - the hunt for Belak
  52. Entry #49 - The Haze and the Goblins’ Secrets (Session LVIII)
  53. The Journal Entry’s title
  54. Entry #50 - The Tendrils of Fate (Session LIX)
  55. Entry #51 – Ashardalon’s Whisper (Session LX)
  56. Chapter 52: Shadows Beneath the Grove (Session LXI)
  57. Chapter 53: The Withering Blight Tree (Session LXII)
  58. Entry 54: The Fall of Durnn and the Liberation of the Kobolds (Session LXIII)
  59. Entry 55: Oaths in the Ruins, and a Kobold’s New Road (Session LXV)