We start exploring the caves we've discovered.
Aside from a random fight against some spiders, these tunnels seem fairly empty.
Well, now that you've said that, we're pretty much guaranteed a big fight in the near future.
And something tells me it's right behind this archway. Let's buff up, people !
If you know a big fight is coming, there are a lot of useful spells that you can cast beforehand. The most powerful of them is Haste, but I won't use it unless I simply can't win a fight otherwise.
Resist Fire and Resist Cold last for one turn per caster level, but most of the other buffing spells have much shorter durations and cannot be cast very long in advance.
The party goes through the archway and, as expected :
(This piece of the oracle is clearly supposed to be the last one you find, and this fight to be the climax of your exploration of the tombs. But if you went straight for the crypt instead of exploring the hall, you'd be missing most of the other pieces at this point.)
I'm going to make you sparkle, bloodsucker !
I wonder what Master Sun would say about being completely surrounded at the beginning of a fight.
My guess would be "Avoid such a thing at all costs."
As you can see, there are four small groups of undeads around our party. They're made of spectres, regular vampire, vampire clerics (the guys with a bit of green) and vampire mages (the guys with a bit of red).
Vampire clerics use Blade Barrier and Flame Strike. Vampire mages are protected by Fire Shields and use Disintegrate and Lightning Bolt.
It's DBF time ! Faerlin, Sayali and Elorin each target one of the groups of undeads. The only one we neglect for now is the one right behind us.
The Delayed Blast Fireballs kill most of the spectres and regular vampires. The vampire clerics are protected by Resist Fire and take only limited damages. The vampire mages aren't hurt at all.
Unable to use their spells this turn, the vampire clerics attack the party in hand-to-hand combat. Kundry and Silivrin kill several of them.
Melandris uses Turn Undead, but it doesn't even rid us of the surviving spectre.
Silivrin has given us control of Selias for this fight. We cold-bloodedly move him to the rear, so the undeads behind us will target him instead of our mages.
Aside from the vampire mages, the undeads are now right next to the party. Fireballs no longer being very useful, we start spamming magic missiles.
Faerlin and Melandris are both hit by vampires and level-drained.
The vampire mages have tried and failed to disintegrate any of the PCs. They now start hitting the party with lightning bolts.
The Fire Shields prevent the warriors from attacking the vampire mages with melee weapons. Melandris and Kundry start using their bows. As it turns out, the spellcasting bloodsuckers are also protected against normal missiles : the two rangers of the team have to use magic arrows to be able to hurt them.
Selias has been hit several times, but he still has more than enough levels to keep acting as a meat shield.
Our Magic Missiles kill the vampire mages one by one. The other undeads are easily slaughtered by the warriors, bringing the fight to an end.
Aside from Faerlin (who was hit by several lightning bolts), none of the PCs are too seriously hurt. Faerlin and Melandris have lost levels, however (and they wouldn't be able to use Restoration yet, even if they hadn't).
We pick up the last piece of the oracle :
The final prophecy is :
"I see flames and an egg and a crack and a head,
Then another, and another, and another, and more.
She rises up, the Queen of the Dark,
She conquers and rules, leaving only the dead."
I really don't like the sound of this...
Join the club.
Let's have a look around and then leave these tombs. Our mission just might be a lot more essential than we thought.
The place is a dead end, but there's an interesting teleporter to be found :
After all we've been through, it'll take more than some childish intimidation tactics to keep us away.
The teleporter brings us to a strange place, the Maze of Columns :
(Wandering around, you have a good chance to meet hydras, but we didn't.)
As you might have guessed, some of the columns are in fact hollow and secret doors allow us to get inside them. Most of the time, there's only useless treasure to be found, but there's one very important exception :
And we just happen to have a rusted key with us. Isn't life great ?
Opening the chest, we find a girdle of giant strength !
I take back almost everything I said about that old loon in the lighthouse !
Kundry takes the girdle, which brings her strength to 23. She gives her gauntlet of ogre strength to Melandris, bringing his strength to 18/00.
A little more exploring allows us to find a teleporter inside of another column :
The party is brought back to the hall. We no longer have anything to do in these tombs. Time to leave !
Along the way, we get into a fight against zombies and mummies, and later against purple worms. None of them are any trouble. As we reach the exit :
Well, sure... I don't think there's any point in keeping it, anyway.
Let's just save the next adventurers a lot of time and trouble by leaving the statue right next to this door.
As far as I'm concerned, he can have the stupid thing. What do we care ?
The thing's nearly useless anyway. The few clues it has given us weren't worth our efforts.
The poor guy really ended up working for nothing...
Less than nothing, actually : he's lost at least four levels to those vampires we fought.
We're finally able to leave these tombs :
The dragonstrike is over and, in spite of some damage, Kristophan is back to normal.
We visit a nearby temple to restore the levels lost by Faerlin and Melandris.
As we leave the temple, we're attacked by rogues who haven't yet learned not to mess with us :
Out of boredom, Sayali casts Cloud Kill (a spell that would be very nice if it weren't for its dreadfully limited range).
After the fight is done, we visit the training hall again, and then head back for the Imperial City. One of the prophecies said something about a book written by someone named Amrocar ; since we don't know anything about that guy, we decide to ask questions in a logical place :
The librarian is about as friendly to humans as other minotaurs, but mentioning Amrocar gets a surprisingly strong reaction out of him :
The librarian leaves in a huff, without explaining what made him so nervous. Just after that :
"The book is a worthless text written 100 years ago by the wizard Amrocar. Obsessed with the mysteries of the ruins in Blackwater Glade, it is filled with useless maps and such."
(Blackwater Glade is a huge swamp to the south.)
"It had lain undisturbed for scores of years, when suddenly one of our most trusted librarians, Bovinus, was caught stealing it. A terrible fight ensued. In the end, three of our guards lay dead, and the librarian had disappeared along with the tome."
"That is not all. I just learned that Bovinus' body has been found in an alleyway with his throat slit. But who killed him and where is the book now ?"
The slave adds that the guards don't believe the book to be still in the city.
I don't believe this.
I know, right ? A minotaur named
Bovinus ?
I mean I can't believe that one of the few leads the oracle actually bothered to give us already turns out to be a dead end ! How are we supposed to find a stolen book on a whole continent ?
I'm sure the plot will bring it back to us sooner or later. Let's just be patient.
There's nothing left to do in Kristophan. It's time to say farewell to the Minotaur League and to head south.