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Dungeon #142
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<blockquote data-quote="Psychotic Jim" data-source="post: 3198719" data-attributes="member: 547"><p>Okay, here's the summary for Here there be monsters, with the spoiler tags like before.</p><p></p><p>[SPOILER] The ship is wrecked on the northern shores of the Isle of Dread, just as the characters and the other surviving passengers climb onto the shore, they're ambushed by a T-rex. Then they've got to go on the journey to Farshore on the other side of the island, encountering various monsters on the way, including an outcast aranea anmed Lithira. And there's lots of terror birds (from the Fiend Folio. Along the way the characters pass through a 6 mile tunnel/Olmen ruin that is the Dark Mountain Pass. Then the party has to go through some cliffs and are ambushed by gargoyles. They pass through a mountain pass and pass by a Fogmire ruins. Apparently Demogorgon is popular around these parts, so he's got some demonic servants ambush the party and capture Urol. This is supposed to provide motivation (via some divination spells) to enter the shrine to Demogorgon not that far away from Fogmire. Meanwhile a cursed fog hangs overhead. Sidebars throughout the module at certain key places mention how the various NPCs react, and it adds an interesting touch. The new monster here is the Lemorian golem (CR 10).</p><p>[/SPOILER]</p><p></p><p>As for Bright Mountain King</p><p>[SPOILER] Long ago some legendary dwarven warriors from the dwarven city found a planar leak in the moutain that reached into the plane of Earth and was ripe with various jewels. But Moradin warned the dwarven hero not to pursue it any further, or else it would end badly. So the dwarves sealed it up tight like a vault. Centuries later, an evil elven druid has noticed how the dwarves have carved into the mountain, and now the druid (named Carradoc) thinks it's payback time. He knows about the vault and that opening it back up would spell the doom for the dwarven city. He sends some of his agents to manipulate the PCs into going to steal the key from the dwarven hero's tomb that will unlock the crypts. After Carradoc's minions get the key, the characters found out they've been duped and follow the baddies into a large cavern within Brightmantle. After going through various minions and other baddies, the characters confront Carradoc at the entrance to the planar rift. [/SPOILER]</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 3198719, member: 547"] Okay, here's the summary for Here there be monsters, with the spoiler tags like before. [SPOILER] The ship is wrecked on the northern shores of the Isle of Dread, just as the characters and the other surviving passengers climb onto the shore, they're ambushed by a T-rex. Then they've got to go on the journey to Farshore on the other side of the island, encountering various monsters on the way, including an outcast aranea anmed Lithira. And there's lots of terror birds (from the Fiend Folio. Along the way the characters pass through a 6 mile tunnel/Olmen ruin that is the Dark Mountain Pass. Then the party has to go through some cliffs and are ambushed by gargoyles. They pass through a mountain pass and pass by a Fogmire ruins. Apparently Demogorgon is popular around these parts, so he's got some demonic servants ambush the party and capture Urol. This is supposed to provide motivation (via some divination spells) to enter the shrine to Demogorgon not that far away from Fogmire. Meanwhile a cursed fog hangs overhead. Sidebars throughout the module at certain key places mention how the various NPCs react, and it adds an interesting touch. The new monster here is the Lemorian golem (CR 10). [/SPOILER] As for Bright Mountain King [SPOILER] Long ago some legendary dwarven warriors from the dwarven city found a planar leak in the moutain that reached into the plane of Earth and was ripe with various jewels. But Moradin warned the dwarven hero not to pursue it any further, or else it would end badly. So the dwarves sealed it up tight like a vault. Centuries later, an evil elven druid has noticed how the dwarves have carved into the mountain, and now the druid (named Carradoc) thinks it's payback time. He knows about the vault and that opening it back up would spell the doom for the dwarven city. He sends some of his agents to manipulate the PCs into going to steal the key from the dwarven hero's tomb that will unlock the crypts. After Carradoc's minions get the key, the characters found out they've been duped and follow the baddies into a large cavern within Brightmantle. After going through various minions and other baddies, the characters confront Carradoc at the entrance to the planar rift. [/SPOILER] [/QUOTE]
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