DrSpice
Master of the South Wind
Posts: 467
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Post by DrSpice on Apr 15, 2009 17:27:14 GMT -5
Let's go South.
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Post by TerraDave on Apr 16, 2009 10:05:20 GMT -5
You pass through the square room with the charred corpses and continue south another 20 feet to the edge of a large rectangular room running west to east. Massive sarcophagi lines the walls, and a faint light seems to come from the east end of the room.
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Post by TerraDave on Apr 17, 2009 10:39:42 GMT -5
What now?
Please post by Tuesday AM
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DrSpice
Master of the South Wind
Posts: 467
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Post by DrSpice on Apr 18, 2009 8:22:26 GMT -5
1) Use light spell to illuminate the dimly lit area. 2) Unless something happens, head toward the now-less-dimly lit area.
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Post by TerraDave on Apr 20, 2009 8:45:02 GMT -5
You step into the room. It is 20 feet wide. It goes 20 feet west (right), and ~ 80 feet east (left) from the opening you just passed through.
Ten massive sarcophagi, five on each wall, line this crypt. The sarcophagi are granite and contain relief images of human warriors in plate armor. To the east, the crypt opens into a higher, wider area from which a starry glow emanates.
Post!
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DrSpice
Master of the South Wind
Posts: 467
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Post by DrSpice on Apr 20, 2009 13:20:23 GMT -5
Bart whispers, "Watch my back" and leaving the light spell where it is, uses stealth to enter the area with the starry glow.
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Post by TerraDave on Apr 21, 2009 14:52:31 GMT -5
Bart heads to the east, passing through the sarcophagi.
He sees ahead:
Silvery-white light from above suffuses this wide section of the crypt. A dome above the area depicts a regal dragon with silver scales in flight across an endless sky. An altar stands on either side of the inscribed with elaborate script. Relief images of soldiers in plate armor in prayer appear on the walls behind each altar.
Then, after passing some sarcophagi in the middle of the room:
Concussive bangs sound throughout the crypt as each sarcophagi lid slams open. Clattering, clicking bones grope outward from each open tomb.
Skeletons suddenly seem to be everywhere.
Looks like we are ready for Saturday.
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Post by TerraDave on Apr 29, 2009 13:50:06 GMT -5
Skeletons pour from the sarcophagi, and even after they are destroyed, more come to replace them! Eventually, Bart and Samm cross the hall to the altars, and learn they are devoted to the platinum dragon (the one depicted flying on the ceiling). With a quick prayer from Samm—it takes a true Chaotian to sincerely pray to a Lawful Good incarnate—the last skeletons return to their sarcophagi.
Grothog fails to find gold, but it is realized that something is probably hidden in the south altar, but how to get it!
Adjacent to this crypt is another tomb with an ornate sarcophagi. From which arises the tormented skeletal form of the infamous Sir Keegan!
Keegan slew his own wife and children in a mad rampage, this the adventurers knew. The undead knight confirms that evil beyond the rift entered his dreams and drove him mad. Of course, this only after he decides not to attack the party when the quick witted Samm and Bart say they are there to prevent the rift from being reopened. It takes more convincing for the knight to believe that this band of Chaos worshipers will actually do the right thing in the end.
Somehow Keegan is convinced. He suggests that the attempts to open the rift may be made deeper in the Keep dungeon, and offers his sword Aecris to Donne. He then returns to his ornate grave.
Aecris: This +1 magic longsword (value 1,000 gp) is inlaid with platinum. It has a line of three white diamonds set into the flat of its blade and a pommel carved to resemble the head of a noble dragon. It provides its user with a +1 enhancement bonus to attack rolls and damage rolls and deals an extra 1d6 damage on a critical hit. In addition, it has a daily power that can be activated as a free action: When you drop an undead enemy to 0 hit points, you gain one healing surge.
From there it is back to the first of these crypts, on the floor of which has been inlaid the various runes of terror. A fight with more zombies ensues, though these are dispatched with relative ease after a secure position is found. To navigate the remaining runes, the wizard uses a ritual to call forth a floating disk, on which the party is then ferried across any remaining runes. Except for Grothog, who just jumps.
Once crossed, more stairs are located leading farther below the Keep. This in turn leads to a band of Hobgoblin soldiers with heavy armor, group tactics, and a nasty pet spider. A pitched battle ensues. Eventually the greater goblins are slain, but only with the luck of Katera.
There are a number of ways to go on this level, but the adventurers find doors labeled as closed, and these cannot be resisted. Why closed? Maybe the gelatinous cube that, inspite of being dazed at some point, seem to be on the verge of engulfing all of them.
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Post by TerraDave on Apr 29, 2009 13:51:18 GMT -5
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DrSpice
Master of the South Wind
Posts: 467
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Post by DrSpice on May 1, 2009 0:29:55 GMT -5
Grothog gets to save against immobilization at the beginning first Grothog attacks with his usual at will axe attack (I don't remember the name of it, and I don't know how to read the .docx file with the Warder's info) Grothog marks the cube if still immobilized i think he gets another save Bart takes a 1 square shift away from cube and then attacks with scorching burst.
Edited by DM.
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Post by TerraDave on May 1, 2009 14:18:03 GMT -5
Grothog shakes off the imoblization, but still fails to hit (roll 3). The cube is marked.
Bart shifts and hurls fire at the gelatinous thing, but somehow misses it (roll 2).
Donne saves, but otherwise Donne and Samm seem at a lost as for what to do.
The cube slams both the paladin and warden. Each takes 7 points of damage and are, again, immobilized.
Please reply by Tuesday AM
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DrSpice
Master of the South Wind
Posts: 467
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Post by DrSpice on May 4, 2009 10:15:33 GMT -5
Grothog gets to save against immobilization Grothog marks the cube Grothog takes a healing surge Grothog tries to save again if necessary Bart attacks with scorching burst.
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samm
Initiate
Posts: 22
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Post by samm on May 4, 2009 11:48:30 GMT -5
Donne will save against immobilization and, if successful, would shift one square to the left (to the square Bart had occupied); would mark the cube and wouldthen attack it.
Samm will stay where he is and cast Sacred Flame at the cursed cube.
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Post by TerraDave on May 5, 2009 13:57:43 GMT -5
Grothog attacks and marks the cube, doing 11 damage, but somehow fails both saves. He does gain 4 temp HP.
Samm casts sacred flame, but fails to strike the cube with it.
Bart hurls more fire, hitting this time and doing 8 damage to the cube. The cube is bloodied, but remains in one piece.
Donne remains in place (saves are at the end of the round). And, even with his magic sword, fails to hit. He then fails to save! Oh Katera is a fickle mistress.
The cube engulfs the paladin. Donne is dazed. He will take acid damage on his turn (what is his HP?).
Edit: Grothog, as an NPC, decided to attack, rather then heal, or something like that.
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DrSpice
Master of the South Wind
Posts: 467
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Post by DrSpice on May 5, 2009 17:18:15 GMT -5
OOC: I will GLADLY take the turn the way it was posted by Terradave. No problems. But in support of full honesty, I must point out that I had Grothog adopting a rare "defensive" posture in my post. (see prior post by me)
But I am 100% happy to leave this as is.
-e
DM: Thanks...the turn stands.
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