Part 11: Session 9: Totally Not Ripping Off Moria: Final Floor
Session 9: Totally Not Ripping Off Moria: Final Floor
“So are we finishing up the dwarves, finally?”

“…I mean, are we on the final floor yet, or…”
There’s just the one floor left at this point.
“Thank God.”
“Hang on, did we ever get that gold equipment identified?”
“Yeah, I want to know if the sword does anything more than +1 to parry.”


What do you want from me? I already told you what it does. Oh, and all the gold stuff comes back negative; it’s just there to sell.


Hmm? Oh yeah, right, you did that.




Moving on, let’s see, where haven’t you guys been yet…oh yeah, you left before this could happen:


You barge around the corner, and the orc is overpowered before he even has time to realize what’s happening.

Um…as you take the three ducats he’s carrying, he shouts, “Manresh is waiting down there to kill you all. You’re all going to die! If you ever get that far!”





Hey, you know what? While you guys are talking about what to do with him, the orc murmurs to himself, “Traps, traps everywhere! They’re all dead.” Then he dies and none of you have to argue anymore.


There is a bad thing and a good thing hidden in this water. First, the bad thing strikes:
Suzie, when your character climbs into the water, you suddenly see a shadow shooting towards you beneath the surface.



Fine, you sissies. Thorgrim goes into the water and gets attacked—by a leech.

Well, it is as long as his arm. Anyway, Thorgrim feels rather uncomfortable, but rather than rip it off, he waits for the thing to get full and drop off, taking…not that much damage, really. Oh, and he finds this:




Actually, you can’t use two-handed weapons as a Thorwalian.



Should have read the class entry better. Actually, the only one in the party who can even use it is Suzie’s Warrior.



Nah, that’s easy to solve. Hey, William?

You get a magic sword now.


…Except for Thorgrim.


Well, there is one thing.

Giant angry face aside, this guardian was set up by someone hiding the book from the world, and once you figure that out (thanks in part to the warnings from earlier) this becomes a pathetically easy set of questions.

That was it.


I only run this campaign, guys. I only run it. Oh, and welcome to the third level.

Hal?



In a small depression on the wall, a strange symbol can be seen. It was hewn from the stone very precisely and is surrounded by a metallic sheen. Lewis?

You identify the symbol as a letter from Zhayad, the magicians’ tongue. Specifically, the letter “R.”



You spot old, dry bloodstains on the ground.

Ha, ha. Now roll your Danger Sense.

You notice that the bloodstains stop unexpectedly in front of you. William?

You notice a seam running down the middle of the slab.

Fine. Thorgrim moves just a tiny bit onto the slab where he discovers a hook linked to a spring. If a weight is put onto the slab, the spring is depressed, and the hook slides free. After several unsuccessful tries, Thorgrim at last manages to pull the hook free. The sides of the slab drop away, and with a bemused expression, Thorgrim plunges into the pit. The floor of the pit is covered with pointed stakes, but Thorgrim gets lucky and falls to the ground between them, taking only moderate damage from the fall.


Oh yeah, no problem now. It’s only around ten feet deep.

This one you identify as an “E.”


You confirm this when you put a finger down the hole and touch a sharp metal point. Also, nothing happens when you wave your hand in front of the holes.

Um, no. While you’re looking for the floor tile, you accidentally step on it, and twenty bolts shoot out and, by their sheer momentum, slam you against the opposite wall. You take…lucky you. Not that much damage.

There’s only a couple more salvos. After that, they stop coming.


No kidding. Suddenly, Kurzmann steps on a stone tile that gives under his weight. He stops and notices a row of small holes in the wall beside him. However, nothing comes out.

Actually, this one is working fine. As you continue forward, you hit and tear a tripwire drawn across the tunnel. A salvo of bolts shoots out from the holes and takes you down.


“M.”


Uneven roofs are another good sign of traps.

Well, you didn’t spot the trap. However, as soon as you hear a noise coming from above, you immediately dive forward, out of the way of a large block of stone that comes crashing down. You make it, too, but just barely. The stone block catches your leg, but at least it isn’t smashed. Just a bit of damage, really.


“I.”





Sadly, you don’t know what this one means.

Still, it’s part of the clues to get out of here. Since Hal has to roll for every trap, I figure I might as well make you roll for every letter.
More evidence that this is a translated game: you may recognize the symbol above as being the second one we found from before. However, this isn’t supposed to represent “E,” and instead supposedly matches up with the letter we see next.

This is the same letter as last time, and you still can’t recognize it.

That’s right.







Alright, you got this one. It’s another “I.”




Yes, actually. There is a broken saber blade next to the block of stone. You slide the blade underneath the tile and carefully step on top. When you do, there is no sound indicating the trap has been reset.


No bolts come whizzing through the air, so the trap has successfully been disarmed.

“O.”



It is.




Yep. When you do, you realize that it’s not a patch of real lichen, but just some camouflage. There’s a moveable panel underneath.


Nothing.

Still nothing. There’s some more tunnel left to explore, by the way.


You find yourself presented with a set of three doors.



For some reason, this line is voiced. And for some reason, it comes out as “Whaddya want?” in a weird Brooklyn accent.

In response, the head panel moves into the ceiling, revealing…







Now that you mention it, no. You look back and realize you haven’t gone anywhere since when you started. Apparently, you’ve been traveling down the same section of corridor several times.




Nope.





This is basically how the game handles massive enemies. They stand to one side of the combat grid, and all the characters have to try desperately to kill it. Like the earlier demons in the graveyard, this one can only be hurt by magic and magic weapons. Thankfully, we’ve got plenty of both this time around.



Kurzmann, Kara, and William have all leveled up now.


You were dead for a while, remember?

As you approach the lectern, Manresh, a giant of an orc, jumps out and attacks.
He looks like a normal orc vet, but Manresh can ruin your front line if you let him. Mostly thanks to that belt made of pure awesome.












In the center of the large hall, an altar hewn from solid rock rises up. It is covered with magical runes. On top of the altar lies a skinbound book, and none of you think it’s animal skin. It is opened to a page showing the picture of a minotaur, the demon you just fought against. Even now, you still shudder. Might this be a tome about Demonology? Next to the picture, you see alchemical signs, magical runes and other symbols you cannot place.










If you’re wondering why I even care whether the book dies or not, it’s because we can’t leave until it’s destroyed. See?

And if we picked up the book and tried to leave with it, a smaller version of the giant stone head would block our passage until it gets exploded. That’s probably why Manresh and his buddies were still here. And as I put it above, I actively can’t kill the book through any regular or magical means, as I have no spell nor flame at the moment. You’d think it’s an unwinnable situation, but you’d be wrong.
You see, when you decide to drop an item, it can never be retrieved. As in, there is no possible way to find or pick up that item ever again. And as long as the book isn’t on the pedestal and isn’t in the inventory, I can get out of this room. I can’t destroy the book, but I can apparently exile it to dimension X.
So wait, you want to tear the pages out one by one, then tear the pages into little pieces?

Well…outside of the book, I suppose the pages would biodegrade…yeah, I’ll allow it.


You cleared out the whole mine. Congratulations.

Hold on, there’s just a bit more left to do here. Let’s see, no one gets harmed by the scree for once, that’s good…hold on, I just got a random encounter here.

They’re your kinsmen, you know.

Well, they see you’ve got some alcohol and you’re not sharing, so they attack you.
This combat could have gone so much worse if they had managed to break through the chokepoint.

You sell your gold and assorted items for a total of 80 ducats. Oh, and you know those weeds William just found?





