As evening drew in the party camped for the night with their target reachable soon after breakfast the next day.
The cleric and scout held the last watch and soon heard the skittering sound of vermin scurrying across the sand. Starting a sun rod illuminated the reflective eyes of thousands of tiny spiders who quickly swarmed over the priestess. Quick thinking by the scout (covering the swarm in burning oil) and the druid (running a flaming sphere through the spiders) quickly saved her from doom.
In the morning the guide led the party to the belfry, a large pleasure palace made from orange stone subsiding into the sand. Over half the building was now submerged, including the main entrance. Luckily a balcony and the upper levels were still accessible although car would be needed on the sand-covered sloping surfaces.
As they admired the site, two wights formed from the very sand and attacked the cleric. Caught by surprise, she tried to inflict wounds which only managed to repair the damage from the druid's accurate bow shot. Tenaciously, the cleric resisted their life-draining touch and the undead were soon being beaten by the rest of the party. Summoning the power of her deity, the cleric rebuked the wights and forced them to cower at her feet. The wights crumbled back to the sand from which they came. The monk's keen eyesght and the paladin's ability to see evilness showed the undead's continued presence but after a minute or so the wights flew away like grains blown on the wind.
Feeling no longer threatened, the party moved on to Belfry itself. The scout climbs into the building and explores the long room of arched windows. The windows used to contain ornate fretwork but that has been broken through long ago. Six 5-foot-high iron braziers are fixed to the floor at intervals around the walls. In the centre of the ceiling and floor are corresponding 5-foot-wide holes. The ceiling itself is covered in a vast number of sleeping bats, enough for a few swarms. Either side of the hole in the floor are staircases going down into the building.
The monk and druid decide to enter through the balcony and fine a large empty room, forty foot wide and twenty foot deep. Where the back wall would be is instead a flight of steps going down into a much larger area. Faint music can be heard all around. The monk throws in a sun rod to chase out any bats that may be sleeping instead but none appear.
The wizard summons a veil of magical invisibility and climbs up the sloping walls of the building towards the bell tower. At first the going is easy but near the top the magician slips and falls through one of the openings in the belfry, landing heavily on a huge crystalline bell, easily five feet high. The bell is no longer hanging from the ceiling but instead has, at some time in the past, fallen from its mounting and slid along the sloping floor to its current resting place.
Emboldened by the lack of bats in the lower building and the return of the scout, the party (sans wizard) venture back in to see what the sun rod is illuminating. Sand fills the right hand side of the hall but there is still a large area uncovered, revealing a large fountain (no longer functioning) and a number of empty rooms around the outside. On the floor can be seen the crisped and cracked remains of three scorpionfolk. A scorched line on the floor shows that some intense heat had killed them where they stood and a number of large draconic footprints in the sand showed the source, now obviously long gone. Scouting revealed a room where a depression in the sand showed where a large creature had slept. Two small brass-coloured scales glinted in the light.
The impact of the wizard sends a ringing noise throughout the building and across the sand. Looking up, he sees little bats hanging above him on the ceiling. As the magician's head clears, he realises that the ceiling is a full 40 feet away and that the bats are therefore not quite as small he first thought. Also they are no longer peacefully asleep. Deciding that a fireball might not prove adequate, the wizard dives through the five-foot-wide hole in the floor into the room of windows below (that the scout had recently been exploring). "They'll not easily get me through that hole", he thought before realising that the current room - like the belfry above - seemed to have a large number of wide, open windows. The nearby flight of stairs that lead down into safe-seeming gloom beckoned...
The adventurers are surprised to not only hear a bell ring and a scream of distress but also see prints appear in the sand on the staircase without any visible source. Strange things are afoot...
Outside the swirling of sand could be heard by the camel...
Experience:
Spider swarm (CR1) - 50 xp each
Swarm-shifter wights (CR4) - 100 xp each except 150 xp for the cleric
Evidence of dragon - 10 xp each except 50 xp for the scout
Labels: Pit Fiend's realm