D&D.5 – The Sunken Citadel (Part Three) – 23/01/2015
Adrik, Davok and Randal awaken to find themselves trussed to rough stone blocks in a dank, underground chamber dimly illuminated by glowing purple fungus. A fourth prisoner groans softly from the depth of his own personal misery. Adrik recognises the man immediately – it is Talgen, another member of Sir Brafford’s missing entourage. Talgen turns to face his former adventuring companion and Adrik realises that his friend is being transformed into a plant!
“You look different…” Adrik observes, “Have you done something new with your hair?”
Two goblins enter the room, carrying between them a stone vessel brimming with slime. They force Talgen to choke down a generous helping of the foul brew.
“What about them?” the first goblin asks, motioning towards the heroes.
“Better wait for Belak to return from the grotto,” the second replies warily, “He might want to offer them to the tree.”
The goblins leave. Adrik flexes his muscle-knotted forearms and breaks the ropes binding them to the table. He quickly releases the others, including the partially lignified wizard. Randal pokes his head around the door and reports the coast is clear, but there is no sign of their gear.
“I’m not going anywhere without my axe!" Adrik grouses.
Fortunately, the goblins have dumped their equipment in an adjacent cell. The heroes gear up and starting looking for an exit. They find the shaft leading back up to goblin town and begin to climb. Talgen is too gnarled to make the ascent, he will hide and wait for the party to return.
Reaching the top of the shaft, Davok spies Chief Durrn fast asleep; his great, unwashed feet propped up on a wooden chest. An empty jug of goblin moonshine is cradled in the monster’s lap. The heroes attack the sleeping ogre and slaughter him in the surprise round. Durrn barely has time to reach for his great club before Adrik sends his fat head rolling merrily across the floor. The dwarven fighter collects his trophy, which will grant him advantage on any Intimidation rolls that he makes in the near future. Seeing that the ogre has been defeated, Nailo emerges from hiding and re-joins her companions. She determines that the chest is trapped and opens it harmlessly with mage hand. The box is full of silver!
The party notice that a nearby portal is radiating a bone-chilling cold aura. The door has been vigorously barricaded from the outside. There is something moving around inside. The party suspect they have found where the goblins are keeping the white dragon wyrmling they stole from the kobolds. Randal clears his throat and addresses the dragon (in draconic) through the closed door. The wyrmling is called Calcyrx and has no desire to return to captivity. The heroes agree to let it out if it promises not to eat them.
The heroes return to the grotto level where they abandoned Talgen. Randal listens at a door and hears giggling and squelching sounds from the other side. Against his better judgement, he opens the door; two barefooted goblins are stomping a barrel-full of fungus and roots into a foul pulp (to be fermented into goblin moonshine). Randal stares at the goblins, the goblins stare back at him. He takes a step back and shuts the door. Realising that there is no locking mechanism, he shrugs and says; “Click.”
“Oh no, he’s locked us in!” the goblins curse, after failing an intelligence check.
Beyond the door is a narrow crevasse in the wall. Only Nailo is slender enough to investigate the mysterious crack. She emerges into a large, subterranean cavern, dimly illuminated by pale, purple fungus. Suddenly, she is attacked by tiny figures seemingly composed of loose twigs and dry grass. The creatures jab at her with their thorny claws, driving the drow magician back into the rift. Davok collapses the tunnel with thaumaturgy, preventing the twig blights from overwhelming the party.
Having sealed the crevasse, the heroes must find another route forward. This entails cutting through an underground garden tended by two over-protective bugbears.
“You may be gardeners, but you smell like you’ve soiled yourselves.” Davok quips. The bugbears brandish their pitchforks threateningly. Adrik and Randal turn them into compost. Nailo blows her nephelium (rare, transparent metal) whistle and animates one of the dead gardeners as a zombie.
Beyond the garden lies a ruined library, the dusty floor of which is strewn with ancient scrolls and yellowed parchment. Nailo sends her undead henchman into the room to gather scrolls and trigger any traps. Nothing untoward occurs, but Randal can feel the presence of strong evil emanating from the general area. Adrik is not deterred by the paladin’s warning, he strides into the library and is immediately attacked by two creatures formed of living shadow! Their very touch is cold enough to burn his ruddy dwarven flesh.
“Call yourself a shadow?” Davok jeers (from the safety of the hallway), “You’re little more than the silhouette of a floppy penis.”
Randal invokes the name of his god, charging his dual longswords with radiant energy before entering the fray. The shadows disengage and flee from his righteous fury, but it doesn’t take long for the paladin to hunt them down. Searching the library, Nailo finds a couple of spell scrolls which she eagerly copies into her own spellbook and a book of draconic lore bound in the leathery skin of a red dragon.
“I used to have a pair of dragonskin pants,” Randal comments, “They were really itchy.”
An adjacent chamber contains a collection of druid spell scrolls (“We shan’t run short on toilet paper anytime soon!” Adrik says) and the journal of Belak the Outcast, primary villain of the adventure. Exposition follows! It turns out that an ancient vampire called Gulthias was staked through the heart in the bowels of the citadel, but the wooden stake was still green and grew into a terrible tree, nourished by the vampire’s blood. When Belak discovered the monstrous plant, he nurtured it and began making ‘offerings’ to it, the two most recent supplicants being Sir Benten and his elven lady friend. After an offering, the Gulthias tree produces a tumour-like growth that can be plucked from its branches, this is the magical fruit that led Sir Benten to his doom.
The party continue on and enter the twilight grotto where the Gulthias tree grows. It is guarded by Belak the Outcast and his giant toad familiar. Sir Benten and Sharwyn emerge from slimy hollows in the knotted trunk, hideously transformed by their supplication to the evil tree. Randal attempts to bargain with the mad druid but Belak is having none of it. His twisted minions attack. Adrik and Randal work together to keep Sir Benten at bay while Nailo unleashes a barrage of magic missiles at Belak, then summons a fiery sphere which consumes the creature that had once been Sharwyn. The giant toad swallows the zombie bugbear whole. Finally, the heroes are victorious. With distaste, they pick the loathsome fruit from the branches of the Gulthias tree and prepare for the long journey back to Braffburg.
To be continued….