At an unnamed guildhall, for the guild members were still arguing about what to name the guildhall, a messenger arrives with news most foul, for the guild's greatest rivals, the Wolves of Timber, a guild of some renown, led by the half elven bard Loradris, has vanished. Some of you remember how they bragged recently of finding the entrance to the tomb of an ancient wizard, Acererak.
They knew little of the dangers in the tomb other than what legend has said. That it is filled with terrible traps, and not a few strange and ferocious monsters to slay the unwary. Yet, it is also filled with rich treasures both precious and magical, or so the legends say. Besides the aforementioned guardians, however, the legends also suggest the wizard is no longer a mere wizard, but a demilich, possessed of powers that make him neigh unbeatable!
All accounts conclude that it is quite unlikely any explorers will ever find the chamber where the demilich lingers, for the passages and rooms of the tomb are fraught with traps, poison gasses, and magical protections. Furthermore, the demilich has so well hidden his lair that even those who avoid the pitfalls will not be likely to locate their true goal. Only large and well prepared parties of the bravest and strongest should even consider the attempt, and if such a group does locate the tomb, they must be prepared to fail. Any expedition must have magical protections and weapons, and must be equipped with every sort of device possible to ensure survival.
Which is why is is so intriguing that apparently, when Loradris left his guildhall with his companions, he ordered a messenger to deliver a note to your guild should they not return within a month's time. The letter contained a map which led to the where the Wolves of Timber believe the tomb to be, a small hill a few hundred miles to the northwest, in the middle of nowhere.
You were overcome with curiosity, or perhaps worry for the fate of your friendly rivals. Maybe you could not stop dreaming of the Lich's treasure, or perhaps you would like to claim Loradris' sword, which you know to be a rare Moonblade. Whatever your reason, you packed a wagon and set off, for had you not we would not get to play.
Before you is a low, flat topped hill, about 200 yards wide, 300 yards long, and 60 feet high. Only ugly weeds, thorns and briars grow upon the steep sides and bald top of the mound. You are approaching from the south, and this looks to be the location of the Tomb, at least according to your crudely drawn map.
What do you do?
They knew little of the dangers in the tomb other than what legend has said. That it is filled with terrible traps, and not a few strange and ferocious monsters to slay the unwary. Yet, it is also filled with rich treasures both precious and magical, or so the legends say. Besides the aforementioned guardians, however, the legends also suggest the wizard is no longer a mere wizard, but a demilich, possessed of powers that make him neigh unbeatable!
All accounts conclude that it is quite unlikely any explorers will ever find the chamber where the demilich lingers, for the passages and rooms of the tomb are fraught with traps, poison gasses, and magical protections. Furthermore, the demilich has so well hidden his lair that even those who avoid the pitfalls will not be likely to locate their true goal. Only large and well prepared parties of the bravest and strongest should even consider the attempt, and if such a group does locate the tomb, they must be prepared to fail. Any expedition must have magical protections and weapons, and must be equipped with every sort of device possible to ensure survival.
Which is why is is so intriguing that apparently, when Loradris left his guildhall with his companions, he ordered a messenger to deliver a note to your guild should they not return within a month's time. The letter contained a map which led to the where the Wolves of Timber believe the tomb to be, a small hill a few hundred miles to the northwest, in the middle of nowhere.
You were overcome with curiosity, or perhaps worry for the fate of your friendly rivals. Maybe you could not stop dreaming of the Lich's treasure, or perhaps you would like to claim Loradris' sword, which you know to be a rare Moonblade. Whatever your reason, you packed a wagon and set off, for had you not we would not get to play.
Before you is a low, flat topped hill, about 200 yards wide, 300 yards long, and 60 feet high. Only ugly weeds, thorns and briars grow upon the steep sides and bald top of the mound. You are approaching from the south, and this looks to be the location of the Tomb, at least according to your crudely drawn map.
What do you do?
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