Before the Storm (tbn) 4e

2: Into the Tomb!

The party had just slain the kobold bandits and were searching the loot piled in the cave when Carl, the Rogue, found a pool with glowing crystal lights in it.  Diving down he found the pool was a tunnel, carved by some highly advanced culture.  Swimming its length, the party found on the other side a large cavern with 4 giant statues and a tunnel (also carved) with a door at the end sealed by 5 colored gemstones.  The statues and architecture were strange, of no known race or style any in the party were aware of.

Galedon, an Eladrin mage of some ability, searched two corpses while the others searched the tunnel or attempted to claim on the of glowing crystal lights for themselves.  One corpse was human, an explorer of the Pathfinder society trapped in this cavern by the kobold bandits outside, unable to escape; apparently an expert on the  ancient culture, he had an easily-mended diary on him with detailed sketches of other examples of their ruins.  The other corpse was a black dragon's, with a number of scales left as its only remains.  He, Una the Feylock, and Raziel (another Eladrin mage), took some scales for themselves for further study.

Danger struck, as the party encountered a massive Ooze as part of the Tomb's defenses.  The tunnel was covered in strange powder, and when the adventurers (still wet from swimming, having not taken the time to dry off) walked on it the moisture from their clothes melted some of the powder and animated it as an Ochre Jelly!  Barely able to stop it with sword and spell, they nevertheless discovered the tomb was no easy-picked treasure trove.  Using a clue from the Pathfinder Diary, they solved the gemstone puzzle and made their way in.

 Inside the tomb had three doors: one to either side, and a large sealed door with an empty space where a keystone could fit: obviously the other doors held the secret keys.

One of the doors saw a large floor with a checkerboard pattern and four armored statues.  At the other end were stone steps and a pendant on the wall, obviously half the keystone for the middle door.  As Igneo and Hephastus were about to trod on it, Galedon called out a warning; too late, for Heph set foot on the floor and the statues came to life!  The four of them teleported about the board in the manner of Chessmen, a game of strategy used by nobles to pass the time.  The party barely escaped their twin scimitar attacks, finally overcoming them with the massive assault of their combined powers and area-effect spells.  Igneo grasped the amulet, and they left the room.

Now two more doors lie ahead of them: one to get the keystone, the other to collect their hard-earned rewards… if they survive the challenges ahead!  

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1: the Adventure begins!

There is a curse upon the land.  The crops have failed this year and the harvest is slim, fields killed by an early frost.  Bandits are out upon the roads, preying upon caravans that would bring much needed supplies to isolated regions like this one.  To make it all worse, the plague has laid waste several farmsteads.  A group of Clerics, healers with divine powers, believe their shipment of medicine herbs from the south is in danger; already late, they fear bandits have overwhelmed it, keeping them from curing the victims of plague in time.  The evening our campaign begins, they arrived at the Inn to see if travelers skilled in combat or sorcery could save their herbs in time to save the townsfolk.

The Inn is mostly empty, of patrons and furniture, as few caravans have been able to make it through to town.  One of the tables saw a collection of mercenaries cram together over a few pints of ale.  A pair of Eladrin wizards, a Dwarven Cleric and another a warrior, a half-elven Feylock named Una, a human rogue named Carl, and Hephastus, a mercenary skilled with an axe, joined together with one common goal: fortune and glory.  Hearing the woes of the town's clerics, they went along the road south to see if they could find the missing caravan.

The overturned wagon had been looted, the trail leading through the woods to a waterfall where a tribe of Kobolds dwelt.  The scaled creatures, known for banditry and worship of dragons, had taken the goods from the wagon.  The mercenaries decided upon the direct approach and attacked, slaying their way through the black-skull shields of the tribe's warriors and into the cave behind the waterfall.  After a pitched battle, involving the powerful Wyrmpriest of the tribe casting spells from atop the skull of a giant black dragon, they drove off the tribe's survivors and discovered the goods looted from the caravan.

 One of them, the rogue named Carl, discovered also a  pool, inside of which were carved steps and glowing crystals embedded in the walls, clearly not of kobold make.  Diving below, he and the mercenary Hephastus discovered a massive cavern with four gigantic glowing crystal statues depicting robed human-like creatures with elongated heads and no noses.  Behind them was a human skeleton in rags.  Before them, between two of the statues, was a large tunnel entrance lit by more of the crystal "torches", down which was a large metal door with colored gems embedded in it.

Carl climbed the steps out of the pool and walked into the tunnel towards the door, Hephastus to the tunnel's torch-sconces to remove one for himself.  With the exception of one of the elves, the others had by then followed them and started in out of the water…

...and thus we wait for the next session to find out what happens!

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