Age of Worms Adventure Path – Game Session 42

Game summary for June 21, 2007; present characters included Ashkor (lizardfolk barbarian/battle sorcerer/dragon disciple/fighter), Iapetus Hasur (hu-charad giant rogue/vigilante), Lady Aridarye Phylund Brokengulf (human aristocrat/harbinger cohort), Lyrin Sinbal (simian incantatrix/warmage), Morak Beardfist (shield dwarf fighter/rage cleric), Pitamian Kalal (human yang monk), and Taravin Truesilver (human gray guard/paladin of honor).

Lyrin used a fireball to melt the ice plug in the ceiling, and Pit and Ashkor climbed up into an ice-slicked room. Within were two doors, an open hallway leading out, and a pair of red ice statues carved with smoking white runes. As the party began moving into the room, the statues came to life and attacked. The team attempted to flee back down the hole, but the golems snatched two up and pulled them back through. Forced to engage, the Mercenaries fought the golems and eventualy destroyed them.

Moving on through the hallway, they came upon another room with six statues of Djen. After about half the party moved into the room, one of the statues moved and triggered a lever, which dropped bars across the doorways. Trapped inside with what revealed itself to be a kolyarut inevitable, three of the party fought for their lives. The creature was able to blast forth black rays of negative energy, which took its toll. However, in the end, the Mercenaries succeeded in turning the mechanical monster into scrap. Exploring the room behind the inevitable, the Mercenaries found it completely empty.

Iapetus discovered a secret door in the room of statues and opened it. They found it went into a huge cavern where the blood-red river cascaded down into the depths. After considering a climb down, the party went back and explored the other room they had not entered.

Within the room, the floor was a swirling, churning, semi-liquid mixture of snow and ice. The best swimmers, Pit and Ashkor dove in, and Pit found it enhanced his chaotic nature. The cold was brutal, however, so both quickly got out after finding the depth was 10 feet and went nowhere.

Now the Mercenaries face the depths of the waterfall chasm. Can they safely descend? Does it really lead to the Marquis of the River? What else lies in the deep realms below?