The Necropolis, part IV: Enter the heroes
The plane of water proves to be more difficult than anticipated, mostly due to the fact that fighting underwater is debilitating.
A horde of giant shark skeletons, crewed by water mephitis in their bellies, swoops in with swim-by bite attacks and acid rays. Worse, the mephitis use an area-effect spell in the wake of the shark's charge which can only be described as a fart attack.
The Wizard's Halt Undead spell turns out to be quite handy, stopping three monsters in their tracks; the Druid-Bear and Barbarian make relatively short work of them, despite doing half damage due to the effects of being submerged. However, the acid rays inflict damage over time, which starts to add up. The Cleric uses Control Water to slow the other three sharks, thus negating their best tactic - a free swim-by with no opportunity attack.
The Bard breaks out the old Pipes of Haunting and dispenses with half the mephitis, though later he regrets letting tael escape. The Ranger discovers his bow is less impressive underwater and arrayed against non-evil creatures; the Cleric actually winds up going to negative hit-points and has to be healed by the Bard and Wizard with spells and potions.
The next attack is even more dire; water elementals in their... element. Half the party has a round to prepare but, uncertain of the nature of the fight, only sees to their tactical repositioning. The elementals rush out of darkness and absolutely pound the Barbarian, Cleric, Bard, and Zombie. The Wizard now rushes to defensive spells, Stoneskinning the two front-line fighters; the Bard retreats and is shocked that his tumbling does not save him from another hit. Still, he survives, and Hastes everyone. The Wizard also casts Displacement on the Cleric, but to no avail, as the elemental lands every blow anyway. Meanwhile the Ranger employs his bow at close range, accepting the resulting pummeling now that he has some defense. The party grinds through the rest of the battle, eventually destroying five while the sixth one flees.
Here the Ranger shines again, leading them through the seabed to the tunnels that bring them out into the Necropolis itself:
Underneath a sheer white dome, the bones of a city lie still and broken. The frigid air carries the scent of damp stone, long rendered stale by untold ages.
Structures of dark obsidian rise in jagged, imposing forms, in sharp angles impossible to tell whether by design or decay. Arches, impossibly narrow and reaching, connect buildings that seem to lean in on themselves, creating claustrophobic grandeur.
Everywhere, the city is in ruins. Crumbling spires pierce the gloom, and vast plazas are choked with debris. Small, stagnant pools of water reflect the distant white of the dome, some completely frozen over, their surfaces like shattered mirrors. There is no sign of natural life – no rustling of wind, no scuttling creatures, not the stain of fungus or the carpeting of moss. Only the silent, eerie presence of the ruins remains, a testament to a power both ancient and mysterious; and in the distance, perhaps, the echo of an odd monstrous being grumbling about some minor complaint.
Their first encounter is suitably terrifying; suddenly they are cast into darkness, as an anti-magic zone shuts down their Darkvision goggles, while they can hear the rustling of half a dozen giant lobster-insect Chuuls. Uxilraug the Revered Rotunda, an eye-tyrant of paranoid and grandiose disposition (but aren't they all), appraises them and finds them less than appealing. Immediate disaster is avoided when the Bard convinces the monster that the Ranger doesn't have a bow, merely a one-string harp. Reluctantly Uxilraug allows them a chance to prove their worth, by bringing him the head of a scummy ranger. Perhaps then Uxilraug will deign to allow them to assist in entering the tomb and acquiring the Orb of Dragons; in exchange, the party can keep whatever other treasures are within.
The scum comment turns out to be an accurate description, rather than an insult, as the next denizen they meet is Eshgaru the Pale Memory, an aboleth with a crew of Skum Rangers. Their bows are an obvious threat to the floating gasbag, which accounts for his hostility. Eshgaru is polite despite the Ranger's rudely retching upon viewing his grotesque form, and offers to ally with the party in entering the lich's tomb if they either kill all the Chuul and help him enslave the eye-tyrant, or alternatively dispense with the priestesses. He shows no interest in the Orb of Dragons, offering to take merely the mundane treasures of the tomb instead so he can hire a bigger retinue.
So they set off in search of the last group and discover the Synod of the Grave, a coven of three ghast priestess with considerable charm despite their undead forms. They hold the aboleth at bay with their fearsome Bone Constructs, piles of mobile bones that are nigh-immune to archery, but go inert in the eye-tyrant's gaze. Both the Cleric and Bard demonstrate far more manners than the Ranger in the previous encounter, politely declining the ladies' seduction attempts without offending them. The priestesses then share some valuable information.
The tomb located at the center of the city requires a ritual to open the door. Each of the three parties possesses 1/2 the necessary ability; if only they could ever cooperate with even one other party, the two groups would be able to enter the lair of the lich. However, in many decades, every alliance has collapsed in the face of double-dealing and mistrust - not uncommon among villains. They tell the party that the aboleth has a scroll that will allow the Wizard to do half the ritual, and the priestesses can do the other half. They are quite eager to enter the tomb, and uninterested in any of the treasure therein; instead, they seem mostly to be concerned with meeting the lich and getting his autograph.
Finally the party investigates the tomb itself. A ramp down into the earth leads to a large stone door, flanked by two humanoid statues: one with horns and one with wings.
They talk to the aboleth, who asks them to either kill all the chuul and enslave the beholder, or kill all the ghasts. The Ranger fails to disguise his disgust with the aboleth's form but they still have a neutral reaction.
The Cleric and Bard let the ghasts flirtations down easy, and score a positive reaction. The ghasts tell them the aboleth has a scroll that will let the Wizard do 1/2 the tomb ritual, and they can do the other half. The Barbarian (of all people!) quickly realizes that opening the door requires both Divine and Arcane magic. A brief investigation reveals that this door is protected by Primordial magic, which is to say: epic powers that defy all laws of magic and reason. A blow with a pick-axe does no damage to the door, but does elicit a menacing red flash; a second attempt charges the air with portent. Wisdom dictates not making a third attempt.
The party sets up camp in an abandoned building, trying to decide how to deal with the inherently unstable inhabitants.