Friday, March 3, 2017

Ancient Dread: The Loch Chess Monster


Moving on to the next room past the next set of double doors. Inside the walls are marble and decorated w/ arms and armor. One side in white metal , the other black.

There are two lances, two long swords, two miters (hats), two breast plates, and two short swords on each side. There is a single crown on the white side.

Strongbow chooses a white short sword. Ivory grip, silver, and white steel for the haft.
Rod chooses the white crown. White gold inlaid w/ pearls, mother of pearl, and diamonds.
Echo begins to choose a white lance but the dwarven spirit inside her compels her to choose a black one, obsidian lance, onyx haft, and blackened bronze. It's weight is nearly more than she can bare.

A checkered board is laid out in front of us. It appears to be floating on water, easily jumped onto. It contains numerous statues, one side white, one side black. We match up our chosen items with those on the board. The black king has the white pearl glowing brightly on his crown. Our third item.

Strongbow leaps to reach an equivalent spot and falls throughthe board onto the water. He pulls himself up onto the board and takes his place along w/ Rod and Echo. A silence befalls the room.
Rod calls to one of the white pieces to move and it responds. The game begins. Pieces swiftly fall through the board as they are taken. Eventually a quandry comes up. Echo is moved involuntarily into a position to take Strongbow. A pawn takes her. She falls through and manages to swim to the shore. We check the king and it falls through the board into the depths below.

Rod and Strongbow feel a loyalty to the Dwarven empire. Echo attempts to have her water wisps retrieve the statue but they are devoured by a sea monster. Rod summons a Shadow Beast to delve and retrieve the statue. After a time, we realize it wasn't coming back up. A combined effort between the two mystical creatures wears down the beast and they manage to drag the statue to shore. Strongbow manages to pry it out of the crown. The geas goes away.

Now we have to obtain the crown. The last door leads to a bridge, unstable looking, a 50 foot span of river to a small island. On the other side is some sort of Dwarven crafts table. Echo ties a rope to a point and walks across, securing it on the other side. On the table is a crown of a meteoric metal. Intricately carved. It seems to have its own presence. It has three spaces for the jewels. What order is the question. We decide that power and loyalty feed into Dominion. Loyalty is on the right hand and power on the left.

Echo calls on the skills of Grim Ax to place the gems. On the table is a case for the crown. We place it in the box and latch it. Echo feels its pull. We return to the Ashman. He is ecstatic and burns through the wall of corpses. Beyond the wall is a tunnel leading to our final destination. The Ashman warns us that his opponent is a Baalrog that is raising an army and will do everything he can to stop us. No more puzzles, just blood and ashes.

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