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<blockquote data-quote="Goonalan" data-source="post: 5005793" data-attributes="member: 16069"><p>No problems Richard, thanks for reading.</p><p></p><p><span style="font-size: 18px">For the best way to read this thread then go to- Thread Tools and 'Show Printable Version', all you have to do is click on the links for the images.</span></p><p></p><p>The Friday Knights</p><p></p><p>Session 14- Return to Fallcrest.</p><p></p><p>Still in Winterhaven the Knights take a last meeting with Valthrun the odd Sage, he has discovered a little more about Thunderspire Labyrinth - the fact that the Minotaur stronghold there was seemingly destroyed in some unexplained violent confrontation over a century ago. Valthrun hints that the Labyrinth is home to all manner of less than savoury races, a chance it seems for the Underdark's inhabitants to scratch the surface of the Nentir Vale, clearly it's a dangerous place.</p><p></p><p>Valthrun also sets the Knights a task, to return to him with details of what occurred there, how the Minotaur civilisation was defeated, he will pay for evidence and information.</p><p></p><p>And with that the Knights leave a subdued Winterhaven, en route for Fallcrest and their homes.</p><p></p><p>An uneventful two day journey sees the Knights back in the city, the roads are becoming safer it seems, thanks to the Knights' efforts.</p><p></p><p>In the city they are welcomed back with open arms by the inhabitants of the Blue Moon Alehouse. Kamara the Halfling Brew Mistress has a spot by the fire reserved for the Knights, after all they did save the place in the Bloodreaver Goblin attack, and then straight after from burning down- they're given free board.</p><p></p><p>Meetings are arranged, the first of which is with The Goose, self-styled information broker, and latterly assuming the role of the Knights' Manager. He has big plans for the Knights, beyond the merchandising which has already taken a hold of the youth market. He wants to arrange publicity events etc. a chance for the Knights to meet their people...</p><p></p><p>Which meets with something much less than enthusiasm, except for Lucan who thinks it's a cracking idea and a certain money spinner, 'fleece the bastards' is his actual comment.</p><p></p><p>The Goose is dismissed unceremoniously, Cathal, a little morose after the unhappy conclusion of the Knights' venture into the Keep on the Shadowfell, gets the message across by driving The Goose out of the Inn- sword drawn.</p><p></p><p>Lucan agrees to meet up with the information broker at a later date to finalise the programme of events, and promises to 'think outside of the box', and indeed to, 'push the envelope'; both phrases that The Goose is fond of misapplying.</p><p></p><p>And then there were four.</p><p></p><p>Later on the same day, awaiting the arrival of Eoffram Troyas, the Fallcrest Councillor who set them on the path to defeat Kalarel, Astaroth makes his speech, his farewell speech-</p><p></p><p>“Astaroth go now. Live with Lady Constance, no more fighting. Astaroth no more Knight. Astaroth genkleman...”</p><p></p><p>And so that's the last the Knights see of the man-mountain, he's given up the adventuring life, and for what- for love, the big soft lummox.</p><p></p><p>Moments later Astaroth has collected his gear and climbed into the waiting liveried carriage outside, and from there to Lady Constance's estate to become a kept man.</p><p></p><p>[DM Interlude- Akshay who plays Astaroth is unhappy, for some unknown reason, with Astaroth- now 4th level Human Fighter, I wonder what crazy changes are in store...]</p><p></p><p>The Knights sup their small beers and bemoan their lot in life, at least for a little while.</p><p></p><p>A short time later a short Dwarf with a short name- Rock; who has been working the last few weeks as a bouncer at the Blue Moon Inn finally works up the courage to make his short speech.</p><p></p><p>“I'm Rock. I hit things. Hit hard.”</p><p></p><p>For emphasis he punches his fist into the palm of his hand.</p><p></p><p>“And...” Cathal asks.</p><p>“Can I join the Knights?”</p><p></p><p>He's a Dwarf, so he's guaranteed Farkill's vote, he's a tough meat-shield so he gets Ignaran's vote, he's an idiot so he gets Lucan's vote.</p><p></p><p>Cathal asks lots of questions and gets straight uncomplicated answers- Rock's mother and father are prospectors, they have a small low-grade tin mine, it doesn't produce enough however to make much money, thus he is looking to adventure so he can send money home, and to make his fortune. </p><p></p><p>Cathal notes Rock's nervousness, he pumps the Dwarf for more information, it turns out the whole truth is Rock is a little clumsy, not really suited for mining work, things tend to fall down when he's around, such is his lack of skill. His parents will be glad to see the back of him, he mutters.</p><p></p><p>“Welcome aboard.” Cathal proffers his hand.</p><p></p><p>[DM Interlude- yes, what a change, Akshay has swapped out his 4th level Human Fighter for a 2nd level Dwarven Fighter... Go figure?]</p><p></p><p>[DM Interlude- after the role-play etc. Farkill has enough XP to train up to level 3.]</p><p></p><p>And so... </p><p></p><p>In play this week we have-</p><p>Cathal, Human Fighter Level 4</p><p>Farkill, Dwarven Cleric of Moradin Level 3</p><p>Ignaran, Human Druid Level 4</p><p>Lucan, Elven Rogue Level 3</p><p>Rock, Dwarven Fighter Level 2</p><p></p><p>An hour or so later the Knights meet up with Eoffram Troyas and tell their tale. He listens intently and then takes possession of the Rod of Ruin, the Knights are paid what they are owed- including funds from Nimozaran for Douven Staul's safe return; and money from the churches seeking the end of the death cult in Winterhaven. The Knights are loaded.</p><p></p><p>An early night for all, a day shopping in the city is planned for tomorrow, another meeting with Eoffram who will have fresh instructions next evening, and then the next day- onto Thunderspire, to rescue the slaves, that's the plan at least.</p><p></p><p>The next day is spent shopping and relaxing, the Knights spend their hard won treasure on upgrading their equipment, replacing items lost or used.</p><p></p><p>A pleasant meal is arranged for the evening, and soon after cancelled- their rest day is disturbed, Eoffram is back early.</p><p></p><p>It seems the Knights are being diverted, Thunderspire is on hold for a few days, Eoffram spills the beans- an amulet has been stolen and then recovered, not just any old amulet it seems. The amulet was buried with a woman called Dugesia Dev'shir- grave goods. The amulet was recovered, as stated, bought for a tidy sum from a pawnbroker called Oskar. The issue, then, is who stole the amulet, what else did they get away with from the Dev'shir Family Tomb, and why was it robbed.</p><p></p><p>“What the hells do we care?”</p><p></p><p>Cathal is furious, it seems he's not taken with this new information, this change of direction- the lives of the captured citizens of Fallcrest and Winterhaven are at stake.</p><p></p><p>Eoffram interrupts, Dugesia Dev'Shir has a sister, her name is Elam- she married a dozen years ago, her married name is Markelhay, her full title now is Lady Markelhay of Fallcrest.</p><p></p><p>It seems the rulers of Fallcrest are pulling the strings, Cathal is still unhappy, however he softens his position when he is told of the rewards that are in store should the Knights get to the bottom of this problem. It seems money can dull the pain of even the hard bitten warrior of Kord.</p><p></p><p>Eventually he is persuaded, the Knights will take the job, complete the task in double quick time and then head off straight after for Thunderspire.</p><p></p><p>Eoffram agrees and states he will do everything he can to aid them in their task, he further informs the Knights that discretion is the order of the day, no one is to know of Lady Markelhay's connection. He further states that the Dev'Shir tomb has been placed under watch but as of yet has not been investigated- the Knights are the only ones that will be allowed in to the place.</p><p></p><p>And so the adventure begins again...</p><p></p><p>[DM Interlude- and so begins the Knight's third adventure Goodman Games Dungeon Crawl Classic DC56 Scions of Punjar, only for Punjar read Fallcrest.]</p><p></p><p>There's no time like the present, the Knights gather their stuff and head out into the fading light in search of Oskar's Pawnshop, which proves easy to find in the alleys off Fallcrest Docks.</p><p></p><p>Oskar, a greasy thug, proves to be... surprisingly helpful, his shop full of all manner of interesting junk is studiously ignored- the Knights cut to the chase- 'who did you buy the Amulet from?” Rock states and smashes his axe into the counter.</p><p></p><p>Cathal smooths over the violence with his honeyed words and in seconds flat he and Rock are in good cop/bad cop mode. The conversation is helped a little when Ignaran offers a bag of money for the information they need.</p><p></p><p>Wembley, Oskar's bloodthirsty Dire Stirge pet remains in his cage, Oskar- all smiles, gives over the name of the thief without further ado- </p><p></p><p>“Latimer, his name's Latimer, a huge ugly Half-Orc, you can find him at the Famished Froghemoth at around midnight most every night.”</p><p></p><p><img src="http://farm3.static.flickr.com/2510/3726983430_371dd3c1d5_o.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>Oskar the Pawnbroker tells the Knights what they need to know without taking a beating, a first.</p><p></p><p>The Froghemoth is a spit-and-sawdust style drinking den just off the docks, a place rough types frequent- the Knights decide to head there later in the hope of meeting up with Latimer. For now though there's the Dev'shir Family Tomb to check out.</p><p></p><p>The Knights make their way across the city to the Tombs, and are there met by, who else... Sgt. Murgeddin, the Dwarven Watchman, and their usual liaison.</p><p></p><p>The way is clear for the Knights to enter, no one has been in, no one has come out.</p><p></p><p>The elaborate doors to the Tomb prove to be both Arcane Locked and trapped, this however serves to only slow the Knights down for a moment- Lucan, with a little help from Ignaran and Farkill, soon gets the great stone portals safely open.</p><p></p><p>Torches are lit and the Knights enter in- the first chamber is magnificent, although it bears signs of people passing, the massive hall within is 40 feet wide and stretches for at least 70 feet. The ceiling is some 30 feet overhead, and soft light emanates from several globes suspended from chains. The floor is smooth grey tile, polished to a glistening shine. In front of the doors is a stone basin, perhaps 15 feet in diameter, with a low stone wall. A 10-foot-high statute of an ageing, sage-like scholar occupies the centre of the basin. A book is tucked under one of the statue’s arms, and a sundial is cradled in one outstretched palm. A thin stream of water issues forth from the statue’s palm, cascading into the shallow reaches of the basin.</p><p></p><p>Beyond the fountain is a plain stone altar. A pair of stone doors is situated on the east and west walls, across from the altar. Behind the altar, centred on the north wall, is a set of double stone doors. The north wall appears to be an elaborate mural of a many-branched tree- which is also duly ignored.</p><p></p><p>The Knights, lead by Cathal, are in a rush to finish up here, perhaps not the best tactic employed in an investigation.</p><p></p><p>Soon after the door committee- Lucan, Ignaran & Farkill - are hard at work, tested again by the Arcane Lock and trap on the next set of double doors.</p><p></p><p>BOOM!</p><p></p><p>Their results are in- Fail, glyphs on the door swim before their eyes and then explode, at the same time a pair of doors to the north clatter open and a host of Undead warriors spill out.</p><p></p><p>Eight Decrepit Skeletons put up little in the way of a fight, and are cut through easily. The half-dozen Skeleton Warriors prove however to be much more adept, Farkill's Holy Symbol is waved about frantically and is just enough to hold the horde at bay. It also helps that the horde are bottle-necked in the doorway to the chamber, limited in their ability to move into and around the Knights.</p><p></p><p>Eventually the Knights get the job done, hacking, smashing and slashing their way through the boney warriors- reducing them to shards of their former selves.</p><p></p><p>The chamber discovered is a single desecrated wing of the Tomb, the ex-inhabitants the former corpses of the high-born Dev'shir family, now turned to the dark-side and bent on the destruction of the living- for which read the Friday Knights.</p><p></p><p>There's little of value here, besides Cathal is cracking the whip- no time to mess about, the Knights head on.</p><p></p><p><img src="http://farm4.static.flickr.com/3447/3726177597_1115bb1f54_o.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>Tomb it may concern.</p><p></p><p>[DM Interlude Encounter #44 [1500 XP = Level 7] Trap Glyph (Level 5 Elite Ward); Skeleton Decrepit x8 (Level 1 Minions) & Skeleton Warrior x6 (Level 3 Soldiers)]</p><p></p><p>Closer investigation of the east wall reveals that the once sealed stone doors are carved like the gnarled trunk of a massive tree. Its branches extend to the left and right, covering most of the 40-foot-wide wall. Situated in the branches of the tree are small bricks bearing engraved names. There must be over one hundred of the bricks, with room for scores more. The entire thing is an elaborate Dev'shir family tree.</p><p></p><p>Ignaran and the others investigate, it seems that two of the bricks have been tampered with- it's a small matter to remove the bricks, each bearing the name of a family member, from the wall- they sit in snug niches.</p><p></p><p>The disturbed bricks bear no names, whereas all the other bricks bear names of deceased family members- odd.</p><p></p><p>Lucan manages to free one of the unmarked bricks- there's a folded piece of paper in the niche beyond- the young Elven Rogue investigates further and discovers... nothing. There's nothing written on the paper, although, Lucan looks at his hands, they're red raw and have a glistening tint, then the poison hits.</p><p></p><p>At the same time Ignaran fails to correctly remove the second unmarked brick, another glyph erupts, ice and freezing cold pulses out from the wall and engulfs the Knights, immobilising the Druid and Farkill, the Dwarven Priest of Moradin.</p><p></p><p>The doors to the south grind open and guess what... a second horde of Undead tramp out to mix it up with the Friday Knights.</p><p></p><p>This time the enemies contain no minions, however the Knights tactics remain the same and no matter how much pushing and jostling the shambling undead attempt, the Knights hold firm, create a space around the door and allow only a few undead to filter out each turn.</p><p></p><p>There's nothing to upset the Knights plan, none of the undead have ranged weapons, it takes a good while however, particularly as the Knights are content to hold the line- Cathal barking orders to ensure that none of the Knights break rank- they are therefore reduced to waiting for either the Skeleton Warriors or the Zombie Brutes to emerge, and then braining them.</p><p></p><p>It works a treat.</p><p></p><p>At the end of it all the Knights have barely a scratch on them, while the undead, more ex-Dev'shir family members, are completely destroyed.</p><p></p><p><img src="http://farm4.static.flickr.com/3529/3726177877_8b83ee35fb_o.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>Next...</p><p></p><p>[DM Interlude Encounter #45 [2150 XP = Level 8] Zombie x6 (Level 2 Brute); Skeleton Warrior x8 (Level 3 Soldier) & Skeleton Boneshard (Level 5 Brute). There's something beautiful when the players figure the tactics just right, and then have the good sense not to mess with a winning formula, in all honesty I don't mind the loss of my precious monsters- only mindless undead afterall.]</p><p></p><p>The undead taken care of, the second unmarked brick and its niche are examined- more nothing. The Knights get their collective thinking caps on-</p><p></p><p>“The two missing names- they must be Lady Markelhay's sisters or brothers.” Ignaran states to nods.</p><p></p><p>“And one of them will be behind all this.” Cathal concludes.</p><p></p><p>The Knights think about this a for while- Farkill has a problem-</p><p></p><p>“Aren't they dead- if the bricks are in the wall that means they're dead... Right?”</p><p></p><p>They think about things some more, until their heads hurt.</p><p></p><p>Lucan breaks up the meeting, he pushes open the door to the east, a thin corridor heads in, on either side are undisturbed tombs- obviously the last resting places of well off members of the Dev'shir family. Torchlight shines in, illuminates the way.</p><p></p><p>“One of them has been opened.” Lucan states and turns to look at his companions, he's met by shrugs and glares, except for Cathal who merely motions the young Elven Rogue to go forward.</p><p></p><p>Lucan gulps and then complies.</p><p></p><p>Looking back he could have sworn he saw movement, must have been a trick of the light- he heads in.</p><p></p><p>And there endeth the 14th session of the Friday Knights, between them the players have accumulated 8109 XP.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 5005793, member: 16069"] No problems Richard, thanks for reading. [SIZE="5"]For the best way to read this thread then go to- Thread Tools and 'Show Printable Version', all you have to do is click on the links for the images.[/SIZE] The Friday Knights Session 14- Return to Fallcrest. Still in Winterhaven the Knights take a last meeting with Valthrun the odd Sage, he has discovered a little more about Thunderspire Labyrinth - the fact that the Minotaur stronghold there was seemingly destroyed in some unexplained violent confrontation over a century ago. Valthrun hints that the Labyrinth is home to all manner of less than savoury races, a chance it seems for the Underdark's inhabitants to scratch the surface of the Nentir Vale, clearly it's a dangerous place. Valthrun also sets the Knights a task, to return to him with details of what occurred there, how the Minotaur civilisation was defeated, he will pay for evidence and information. And with that the Knights leave a subdued Winterhaven, en route for Fallcrest and their homes. An uneventful two day journey sees the Knights back in the city, the roads are becoming safer it seems, thanks to the Knights' efforts. In the city they are welcomed back with open arms by the inhabitants of the Blue Moon Alehouse. Kamara the Halfling Brew Mistress has a spot by the fire reserved for the Knights, after all they did save the place in the Bloodreaver Goblin attack, and then straight after from burning down- they're given free board. Meetings are arranged, the first of which is with The Goose, self-styled information broker, and latterly assuming the role of the Knights' Manager. He has big plans for the Knights, beyond the merchandising which has already taken a hold of the youth market. He wants to arrange publicity events etc. a chance for the Knights to meet their people... Which meets with something much less than enthusiasm, except for Lucan who thinks it's a cracking idea and a certain money spinner, 'fleece the bastards' is his actual comment. The Goose is dismissed unceremoniously, Cathal, a little morose after the unhappy conclusion of the Knights' venture into the Keep on the Shadowfell, gets the message across by driving The Goose out of the Inn- sword drawn. Lucan agrees to meet up with the information broker at a later date to finalise the programme of events, and promises to 'think outside of the box', and indeed to, 'push the envelope'; both phrases that The Goose is fond of misapplying. And then there were four. Later on the same day, awaiting the arrival of Eoffram Troyas, the Fallcrest Councillor who set them on the path to defeat Kalarel, Astaroth makes his speech, his farewell speech- “Astaroth go now. Live with Lady Constance, no more fighting. Astaroth no more Knight. Astaroth genkleman...” And so that's the last the Knights see of the man-mountain, he's given up the adventuring life, and for what- for love, the big soft lummox. Moments later Astaroth has collected his gear and climbed into the waiting liveried carriage outside, and from there to Lady Constance's estate to become a kept man. [DM Interlude- Akshay who plays Astaroth is unhappy, for some unknown reason, with Astaroth- now 4th level Human Fighter, I wonder what crazy changes are in store...] The Knights sup their small beers and bemoan their lot in life, at least for a little while. A short time later a short Dwarf with a short name- Rock; who has been working the last few weeks as a bouncer at the Blue Moon Inn finally works up the courage to make his short speech. “I'm Rock. I hit things. Hit hard.” For emphasis he punches his fist into the palm of his hand. “And...” Cathal asks. “Can I join the Knights?” He's a Dwarf, so he's guaranteed Farkill's vote, he's a tough meat-shield so he gets Ignaran's vote, he's an idiot so he gets Lucan's vote. Cathal asks lots of questions and gets straight uncomplicated answers- Rock's mother and father are prospectors, they have a small low-grade tin mine, it doesn't produce enough however to make much money, thus he is looking to adventure so he can send money home, and to make his fortune. Cathal notes Rock's nervousness, he pumps the Dwarf for more information, it turns out the whole truth is Rock is a little clumsy, not really suited for mining work, things tend to fall down when he's around, such is his lack of skill. His parents will be glad to see the back of him, he mutters. “Welcome aboard.” Cathal proffers his hand. [DM Interlude- yes, what a change, Akshay has swapped out his 4th level Human Fighter for a 2nd level Dwarven Fighter... Go figure?] [DM Interlude- after the role-play etc. Farkill has enough XP to train up to level 3.] And so... In play this week we have- Cathal, Human Fighter Level 4 Farkill, Dwarven Cleric of Moradin Level 3 Ignaran, Human Druid Level 4 Lucan, Elven Rogue Level 3 Rock, Dwarven Fighter Level 2 An hour or so later the Knights meet up with Eoffram Troyas and tell their tale. He listens intently and then takes possession of the Rod of Ruin, the Knights are paid what they are owed- including funds from Nimozaran for Douven Staul's safe return; and money from the churches seeking the end of the death cult in Winterhaven. The Knights are loaded. An early night for all, a day shopping in the city is planned for tomorrow, another meeting with Eoffram who will have fresh instructions next evening, and then the next day- onto Thunderspire, to rescue the slaves, that's the plan at least. The next day is spent shopping and relaxing, the Knights spend their hard won treasure on upgrading their equipment, replacing items lost or used. A pleasant meal is arranged for the evening, and soon after cancelled- their rest day is disturbed, Eoffram is back early. It seems the Knights are being diverted, Thunderspire is on hold for a few days, Eoffram spills the beans- an amulet has been stolen and then recovered, not just any old amulet it seems. The amulet was buried with a woman called Dugesia Dev'shir- grave goods. The amulet was recovered, as stated, bought for a tidy sum from a pawnbroker called Oskar. The issue, then, is who stole the amulet, what else did they get away with from the Dev'shir Family Tomb, and why was it robbed. “What the hells do we care?” Cathal is furious, it seems he's not taken with this new information, this change of direction- the lives of the captured citizens of Fallcrest and Winterhaven are at stake. Eoffram interrupts, Dugesia Dev'Shir has a sister, her name is Elam- she married a dozen years ago, her married name is Markelhay, her full title now is Lady Markelhay of Fallcrest. It seems the rulers of Fallcrest are pulling the strings, Cathal is still unhappy, however he softens his position when he is told of the rewards that are in store should the Knights get to the bottom of this problem. It seems money can dull the pain of even the hard bitten warrior of Kord. Eventually he is persuaded, the Knights will take the job, complete the task in double quick time and then head off straight after for Thunderspire. Eoffram agrees and states he will do everything he can to aid them in their task, he further informs the Knights that discretion is the order of the day, no one is to know of Lady Markelhay's connection. He further states that the Dev'Shir tomb has been placed under watch but as of yet has not been investigated- the Knights are the only ones that will be allowed in to the place. And so the adventure begins again... [DM Interlude- and so begins the Knight's third adventure Goodman Games Dungeon Crawl Classic DC56 Scions of Punjar, only for Punjar read Fallcrest.] There's no time like the present, the Knights gather their stuff and head out into the fading light in search of Oskar's Pawnshop, which proves easy to find in the alleys off Fallcrest Docks. Oskar, a greasy thug, proves to be... surprisingly helpful, his shop full of all manner of interesting junk is studiously ignored- the Knights cut to the chase- 'who did you buy the Amulet from?” Rock states and smashes his axe into the counter. Cathal smooths over the violence with his honeyed words and in seconds flat he and Rock are in good cop/bad cop mode. The conversation is helped a little when Ignaran offers a bag of money for the information they need. Wembley, Oskar's bloodthirsty Dire Stirge pet remains in his cage, Oskar- all smiles, gives over the name of the thief without further ado- “Latimer, his name's Latimer, a huge ugly Half-Orc, you can find him at the Famished Froghemoth at around midnight most every night.” [IMG]http://farm3.static.flickr.com/2510/3726983430_371dd3c1d5_o.jpg[/IMG] Oskar the Pawnbroker tells the Knights what they need to know without taking a beating, a first. The Froghemoth is a spit-and-sawdust style drinking den just off the docks, a place rough types frequent- the Knights decide to head there later in the hope of meeting up with Latimer. For now though there's the Dev'shir Family Tomb to check out. The Knights make their way across the city to the Tombs, and are there met by, who else... Sgt. Murgeddin, the Dwarven Watchman, and their usual liaison. The way is clear for the Knights to enter, no one has been in, no one has come out. The elaborate doors to the Tomb prove to be both Arcane Locked and trapped, this however serves to only slow the Knights down for a moment- Lucan, with a little help from Ignaran and Farkill, soon gets the great stone portals safely open. Torches are lit and the Knights enter in- the first chamber is magnificent, although it bears signs of people passing, the massive hall within is 40 feet wide and stretches for at least 70 feet. The ceiling is some 30 feet overhead, and soft light emanates from several globes suspended from chains. The floor is smooth grey tile, polished to a glistening shine. In front of the doors is a stone basin, perhaps 15 feet in diameter, with a low stone wall. A 10-foot-high statute of an ageing, sage-like scholar occupies the centre of the basin. A book is tucked under one of the statue’s arms, and a sundial is cradled in one outstretched palm. A thin stream of water issues forth from the statue’s palm, cascading into the shallow reaches of the basin. Beyond the fountain is a plain stone altar. A pair of stone doors is situated on the east and west walls, across from the altar. Behind the altar, centred on the north wall, is a set of double stone doors. The north wall appears to be an elaborate mural of a many-branched tree- which is also duly ignored. The Knights, lead by Cathal, are in a rush to finish up here, perhaps not the best tactic employed in an investigation. Soon after the door committee- Lucan, Ignaran & Farkill - are hard at work, tested again by the Arcane Lock and trap on the next set of double doors. BOOM! Their results are in- Fail, glyphs on the door swim before their eyes and then explode, at the same time a pair of doors to the north clatter open and a host of Undead warriors spill out. Eight Decrepit Skeletons put up little in the way of a fight, and are cut through easily. The half-dozen Skeleton Warriors prove however to be much more adept, Farkill's Holy Symbol is waved about frantically and is just enough to hold the horde at bay. It also helps that the horde are bottle-necked in the doorway to the chamber, limited in their ability to move into and around the Knights. Eventually the Knights get the job done, hacking, smashing and slashing their way through the boney warriors- reducing them to shards of their former selves. The chamber discovered is a single desecrated wing of the Tomb, the ex-inhabitants the former corpses of the high-born Dev'shir family, now turned to the dark-side and bent on the destruction of the living- for which read the Friday Knights. There's little of value here, besides Cathal is cracking the whip- no time to mess about, the Knights head on. [IMG]http://farm4.static.flickr.com/3447/3726177597_1115bb1f54_o.jpg[/IMG] Tomb it may concern. [DM Interlude Encounter #44 [1500 XP = Level 7] Trap Glyph (Level 5 Elite Ward); Skeleton Decrepit x8 (Level 1 Minions) & Skeleton Warrior x6 (Level 3 Soldiers)] Closer investigation of the east wall reveals that the once sealed stone doors are carved like the gnarled trunk of a massive tree. Its branches extend to the left and right, covering most of the 40-foot-wide wall. Situated in the branches of the tree are small bricks bearing engraved names. There must be over one hundred of the bricks, with room for scores more. The entire thing is an elaborate Dev'shir family tree. Ignaran and the others investigate, it seems that two of the bricks have been tampered with- it's a small matter to remove the bricks, each bearing the name of a family member, from the wall- they sit in snug niches. The disturbed bricks bear no names, whereas all the other bricks bear names of deceased family members- odd. Lucan manages to free one of the unmarked bricks- there's a folded piece of paper in the niche beyond- the young Elven Rogue investigates further and discovers... nothing. There's nothing written on the paper, although, Lucan looks at his hands, they're red raw and have a glistening tint, then the poison hits. At the same time Ignaran fails to correctly remove the second unmarked brick, another glyph erupts, ice and freezing cold pulses out from the wall and engulfs the Knights, immobilising the Druid and Farkill, the Dwarven Priest of Moradin. The doors to the south grind open and guess what... a second horde of Undead tramp out to mix it up with the Friday Knights. This time the enemies contain no minions, however the Knights tactics remain the same and no matter how much pushing and jostling the shambling undead attempt, the Knights hold firm, create a space around the door and allow only a few undead to filter out each turn. There's nothing to upset the Knights plan, none of the undead have ranged weapons, it takes a good while however, particularly as the Knights are content to hold the line- Cathal barking orders to ensure that none of the Knights break rank- they are therefore reduced to waiting for either the Skeleton Warriors or the Zombie Brutes to emerge, and then braining them. It works a treat. At the end of it all the Knights have barely a scratch on them, while the undead, more ex-Dev'shir family members, are completely destroyed. [IMG]http://farm4.static.flickr.com/3529/3726177877_8b83ee35fb_o.jpg[/IMG] Next... [DM Interlude Encounter #45 [2150 XP = Level 8] Zombie x6 (Level 2 Brute); Skeleton Warrior x8 (Level 3 Soldier) & Skeleton Boneshard (Level 5 Brute). There's something beautiful when the players figure the tactics just right, and then have the good sense not to mess with a winning formula, in all honesty I don't mind the loss of my precious monsters- only mindless undead afterall.] The undead taken care of, the second unmarked brick and its niche are examined- more nothing. The Knights get their collective thinking caps on- “The two missing names- they must be Lady Markelhay's sisters or brothers.” Ignaran states to nods. “And one of them will be behind all this.” Cathal concludes. The Knights think about this a for while- Farkill has a problem- “Aren't they dead- if the bricks are in the wall that means they're dead... Right?” They think about things some more, until their heads hurt. Lucan breaks up the meeting, he pushes open the door to the east, a thin corridor heads in, on either side are undisturbed tombs- obviously the last resting places of well off members of the Dev'shir family. Torchlight shines in, illuminates the way. “One of them has been opened.” Lucan states and turns to look at his companions, he's met by shrugs and glares, except for Cathal who merely motions the young Elven Rogue to go forward. Lucan gulps and then complies. Looking back he could have sworn he saw movement, must have been a trick of the light- he heads in. And there endeth the 14th session of the Friday Knights, between them the players have accumulated 8109 XP. [/QUOTE]
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The Friday Knights in Thunderspire Labyrinth (with Pics).
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