Operation Parameters
Date |
1492 DR, 26 Eleint
(27/05/2022)
|
Soldiers |
Lark, Aujirgix, Sketch, Shion |
Status |
|
Casualties |
None |
Objective
Explore the Labyrinth as much as possible. Try to locate the tomb. Collect the missing bracelets and any other artifacts that the if possible.
Observations
Dimensions and lore of the Labyrinth:
The labyrinth is a 1000' by 1000' by 1000' cube.
So far, all exploration was on the 1st floor.
The exterior of the labyrinth is made of stone that seems to be unbreakable by normal means.
The area explored was roughly a 250' by 250' square which are adjacent to other squares likely of equivalent dimensions. From the last location where the rod was planted, if we call the direction to the nearest wall that leads into a new area "East" which is also the icy region where the lich was encountered, then the wall to the North is approximately 120' from this location, the West Wall is approximately 235', and the South wall is approximately 130' south of the rod. It appears we explored the North West most grid. If the adjacent areas are indeed 250' by 250', then there should be 16 total grids on each floor.
Lark investigated some of the writing found on ruins in and outside of the labyrinth that may explain why the labyrinth was created:
Azuth, Gorm and Gond allied with Mystra to bind away the 13 Shadows, which were terrible figures who supposedly predate even the gods.
The alliance between Dwarven gods and an entity known as the High Wizard created the labyrinth.
What the lich seeks:
The lich is likely trying to escape the labyrinth.
The lich is in possession of one of the teleportation bracelets and is searching for another one. This was determined while Aujirgix attempted to persuade a sentient rod which could cast cold spells to join our party. The rod refused and revealed that it was owned by the lich.
Aujirgix was able to throw the rod through a teleportation gate (see below for more information about teleportation devices).
Hazards encountered and tips to avoid them:
Some floors have elemental attributes which may make exploration more hazardous.
ALWAYS SEARCH FOR TRAPS: The labyrinth is riddled with traps, hidden monsters, and teleportation devices. Most of the traps seem to be triggered by a pressure plate located on the floor, so having the ability to climb the walls, ceilings, or even levitate over the floor can be helpful.
The mushrooms and spores can cause paralysis but can be burned away with fire - All teams should be equipped with at least one torch.
The land sharks do not like the mushrooms and keep away from them. Therefore, if the mushrooms are burned away, the land sharks are more likely to pursue the party.
The party observed pink worm like creatures that were attracted to our movements. It was determined that these "worms" were actually antennae or some other type of sensor of a larger creature hidden underground. The party managed to avoid the creature by quietly backing out of the room.
Teleportation Devices:
Approximately 100' West of the rod was a pair of blue crystals mounted atop two columns that made a gate. While the crystals themselves did not give off any magic aura, after further investigation, we found that they were not part of the original structure, and were likely placed there more recently. When a rock was thrown between the gate, it disappeared. Lark sent her familiar through the gate, and was able to discern that any object or creature that passes between the crystals are teleported to a random area in the labyrinth.
A chest located in the south west corner teleports you outside of the labyrinth.
Black planar rift shaped like a sword:
In one of the rooms explored, there was a dark rift floating in the air that was shaped like a sword. We did not interact with it.
Follow up
Continue the search for the tomb.
The lich is still at large and is searching for another bracelet as well as orbs that may help free it from the labyrinth. Any party who wishes to defeat the lich should ask the Jims for lich slaying arrows.
The crystals that we found may be of interest to the Jims.
Preparation Details
None.
Operation Details
Exploration was slow at first, as the party encountered multiple traps immediately, and the mushroom spores paralyzed one of the party members.
The hallway leading North from the planted rod has 4 consecutive traps. The first one is a spike pit, almost immediately north of the spike pit is a spike ceiling, and approx. 30ft north of the spiked ceiling is a group of mushrooms that cause paralysis. There is a pressure plate north of the mushrooms that if pressed will release a spiked roller that will either roll south or west.
In order to move faster, Aujirgix acted as the scout, crawling along the walls and ceiling to check for traps and looking for any dangers ahead. Lark cast Spider Climb on Sketch who was able to carry Lark and walked across the walls and ceiling as well. Shion was able to fly over the floors with his Step of the Wind.
The party defeated a golem that was located in a room along the north wall, not too far from the North East corner where the spiked roller is located. The room adjacent to it contained a frozen golem and a sentient rod. The rod and the golems are no longer a threat.
The party continued exploring along the North wall and found a large dead humanoid creature covered in fur. Next to it were two small landsharks that were also dead.
There are blade traps that can be circumvented by traveling along a passage way that hugs the South West corner. Shion drew an arrow and message with chalk explaining this.
The party decided to open a chest that was located at the South West corner after hearing the rumbling that indicated land sharks were nearby.
The chest teleported the party outside of the labyrinth.
Aujirgix climbed the labyrinth wall to gather more information about the labyrinth, while Lark investigated two ruins with the Dwarvish writing.
At this point, the party began to fade and used the bracelets to teleport back to the King's Legacy.