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<blockquote data-quote="Richards" data-source="post: 6067064" data-attributes="member: 508"><p><strong>ADVENTURE 42 - EX KERAPTIS CUM AMORE</strong></p><p></p><p>PC Roster: <p style="margin-left: 20px">Cal Trop, human cleric of Kord</p> <p style="margin-left: 20px"> Feron Dru, half-elf druid</p> <p style="margin-left: 20px"> Galrich Slayer, half-orc barbarian</p> <p style="margin-left: 20px"> Telgrane, human conjurer</p><p></p><p>Binked in: <p style="margin-left: 20px">Akari, elven paladin of Hieroneous</p><p></p><p>"Ex Keraptis Cum Amore" is a sequel of sorts to the "White Plume Mountain" module of D&D's early days. It was written by Andy Miller and appeared in <em>Dungeon</em> #77. While written for AD&D, I found it relatively easy to convert to D&D 3.5, and I got to use some "original" creatures that I had greatly missed thus far in 3.0/3.5, like piercers. The plotline was simple: maps to the dungeon had been seeded all over to lure adventurers to gather the three pieces of a powerful artifact that would prove to be beneficial to an undead being calling himself the legendary Keraptis who dwelt on an extradimensional plane. A "good" undead lairs in the dungeon as well, guarding the pieces from being disturbed. I liked the adventure because it had numerous illustrations to be shown to the players as "this is what your PCs see" handouts, it had some interesting foes and a good selection of monsters, and it was a true old-school dungeon crawl of a type I hadn't run recently.</p><p></p><p>One memorable incident was Telgrane's use of a line that he has since been forbidden to utter by my group without immediate recrimination. Telgrane was a conjurer with the stated goal of eventually exploring the Elemental Plane of Fire, and thus had a wide selection of fire-based spells available (as well as Infernia, his Small fire elemental familiar). When faced with a pair of mummies he stepped forward, ahead of the group, and stated smugly, "I've got this," confident that the mummies' vulnerability to flames would prove to be their immediate undoing. Well, he was partially right: the <em>wall of fire</em> he cast in front of them did destroy them all; however, it also released the vampiric mists that had been magically held within the mummies. The mists were immune to fire, drained enough blood out of the smug conjurer that his Constitution score dropped to the low single digits, and he had to "bink" back to Headquarters to save his life. It turned out that Telgrane didn't "got this" after all. Akari "binked" to the group to replace Telgrane, and thus he finished this adventure in Telgrane's place.</p><p></p><p>This was not a good adventure for Telgrane. Earlier, after carefully traversing past a deep pit with green slime in the bottom, Telgrane came afoul of a fear effect from one of the undead denizens of the dungeon and went fleeing back down the tunnel, falling straight into the green slime pit in his haste. He almost didn't make it out alive from there; only a quick rescue from the pit by the others and his familiar's ability to burn the slime from his body kept him from dying.</p><p></p><p>The group found all three of the pieces to the artifact, but opted to keep them as separate items. Cal still has the <em>gem of seeing</em>, which he uses frequently. Feron has the <em>stone of life</em>, which she has yet to use to this day, but it's sitting in her <em>Heward's handy haversack</em> somewhere. And Telgrane has the <em>wand of shooting stars</em>. He's frustrated, because he desperately wanted the three pieces put together to form the artifact (which their map calls the "<em>rod of the gods</em>" and which Telgrane believes simply <em>has</em> to be more powerful than the crappy wand he got stuck with - it only works underground, for one thing; Telgrane disparagingly calls it his "sparkly wand" and only used it once before putting it away in disgust). Cal, ever the suspicious one, cast a divination spell on whether or not assembling the wand was a good idea, and did it between sessions so I could craft up a suitable rhyming prophetic verse about what they could expect if they assembled it, which further convinced everyone (except Telgrane, who's willing to take his chances) that assembling the <em>rod of the gods</em> is not an avenue they want to pursue. Which, in a way, is kind of a shame, because I've been carrying around a synopsis of what happens if they assemble it, along with the initiative cards of the monsters involved, and the miniatures of the monsters involved - two of which I purchased specifically for use with this adventure - for literally years now.</p><p></p><p>This was our 42nd adventure. As I type this up, our most recent adventure was #63, and Logan finally had enough with this stupid wand of Telgrane's. For one thing, Telgrane just took his first level in archmage, and he'd like to buy a <em>robe of the archmage</em> but is a little short on funds. So in yesterday's game, he asked if the group was ever going to assemble the three pieces to the <em>rod of the gods</em>, because if they weren't, he was going to sell his piece. The rest of the group held their ground, so it looks like I'm never going to get to run the very tail end of this adventure after all.</p><p></p><p>Oh well, I've already written another adventure that will make use of the two minis I bought for this adventure, that have yet to see the light of day in our campaign. But they won't get to see any campaign use until adventure #65, the adventure after the adventure I run next.</p><p></p><p>In the meantime, the "good" undead was a baelnorn named <strong>Daestas</strong>, which I only mention because he'll make another appearance much later in the campaign. The PCs destroyed him, but as a lich variant, when they failed to destroy his phylactery they allowed him to eventually reform and start trying to track them down. (He'll show up again in adventure #61; it seems I have an unfortunate tendency to allow plot hooks to wait around in the wings for a good long time.)</p><p></p><p>After successfully completing this adventure, the PCs started making their way back home, passing through the town in the small kingdom of Kordovia where Dundernoggin's cousin had a potion shop. They took a day to rest up there, which allowed Akari to "bink" back to Guild Headquarters so Telgrane could go through the next adventure; Logan was determined to increase Telgrane's levels, since at the time he was tied with Chalkan for the lowest-level PC in Wing Three.</p></blockquote><p></p>
[QUOTE="Richards, post: 6067064, member: 508"] [b]ADVENTURE 42 - EX KERAPTIS CUM AMORE[/b] PC Roster: [INDENT]Cal Trop, human cleric of Kord Feron Dru, half-elf druid Galrich Slayer, half-orc barbarian Telgrane, human conjurer[/INDENT] Binked in: [INDENT]Akari, elven paladin of Hieroneous[/INDENT] "Ex Keraptis Cum Amore" is a sequel of sorts to the "White Plume Mountain" module of D&D's early days. It was written by Andy Miller and appeared in [i]Dungeon[/i] #77. While written for AD&D, I found it relatively easy to convert to D&D 3.5, and I got to use some "original" creatures that I had greatly missed thus far in 3.0/3.5, like piercers. The plotline was simple: maps to the dungeon had been seeded all over to lure adventurers to gather the three pieces of a powerful artifact that would prove to be beneficial to an undead being calling himself the legendary Keraptis who dwelt on an extradimensional plane. A "good" undead lairs in the dungeon as well, guarding the pieces from being disturbed. I liked the adventure because it had numerous illustrations to be shown to the players as "this is what your PCs see" handouts, it had some interesting foes and a good selection of monsters, and it was a true old-school dungeon crawl of a type I hadn't run recently. One memorable incident was Telgrane's use of a line that he has since been forbidden to utter by my group without immediate recrimination. Telgrane was a conjurer with the stated goal of eventually exploring the Elemental Plane of Fire, and thus had a wide selection of fire-based spells available (as well as Infernia, his Small fire elemental familiar). When faced with a pair of mummies he stepped forward, ahead of the group, and stated smugly, "I've got this," confident that the mummies' vulnerability to flames would prove to be their immediate undoing. Well, he was partially right: the [i]wall of fire[/i] he cast in front of them did destroy them all; however, it also released the vampiric mists that had been magically held within the mummies. The mists were immune to fire, drained enough blood out of the smug conjurer that his Constitution score dropped to the low single digits, and he had to "bink" back to Headquarters to save his life. It turned out that Telgrane didn't "got this" after all. Akari "binked" to the group to replace Telgrane, and thus he finished this adventure in Telgrane's place. This was not a good adventure for Telgrane. Earlier, after carefully traversing past a deep pit with green slime in the bottom, Telgrane came afoul of a fear effect from one of the undead denizens of the dungeon and went fleeing back down the tunnel, falling straight into the green slime pit in his haste. He almost didn't make it out alive from there; only a quick rescue from the pit by the others and his familiar's ability to burn the slime from his body kept him from dying. The group found all three of the pieces to the artifact, but opted to keep them as separate items. Cal still has the [i]gem of seeing[/i], which he uses frequently. Feron has the [i]stone of life[/i], which she has yet to use to this day, but it's sitting in her [i]Heward's handy haversack[/i] somewhere. And Telgrane has the [i]wand of shooting stars[/i]. He's frustrated, because he desperately wanted the three pieces put together to form the artifact (which their map calls the "[i]rod of the gods[/i]" and which Telgrane believes simply [i]has[/i] to be more powerful than the crappy wand he got stuck with - it only works underground, for one thing; Telgrane disparagingly calls it his "sparkly wand" and only used it once before putting it away in disgust). Cal, ever the suspicious one, cast a divination spell on whether or not assembling the wand was a good idea, and did it between sessions so I could craft up a suitable rhyming prophetic verse about what they could expect if they assembled it, which further convinced everyone (except Telgrane, who's willing to take his chances) that assembling the [i]rod of the gods[/i] is not an avenue they want to pursue. Which, in a way, is kind of a shame, because I've been carrying around a synopsis of what happens if they assemble it, along with the initiative cards of the monsters involved, and the miniatures of the monsters involved - two of which I purchased specifically for use with this adventure - for literally years now. This was our 42nd adventure. As I type this up, our most recent adventure was #63, and Logan finally had enough with this stupid wand of Telgrane's. For one thing, Telgrane just took his first level in archmage, and he'd like to buy a [i]robe of the archmage[/i] but is a little short on funds. So in yesterday's game, he asked if the group was ever going to assemble the three pieces to the [i]rod of the gods[/i], because if they weren't, he was going to sell his piece. The rest of the group held their ground, so it looks like I'm never going to get to run the very tail end of this adventure after all. Oh well, I've already written another adventure that will make use of the two minis I bought for this adventure, that have yet to see the light of day in our campaign. But they won't get to see any campaign use until adventure #65, the adventure after the adventure I run next. In the meantime, the "good" undead was a baelnorn named [b]Daestas[/b], which I only mention because he'll make another appearance much later in the campaign. The PCs destroyed him, but as a lich variant, when they failed to destroy his phylactery they allowed him to eventually reform and start trying to track them down. (He'll show up again in adventure #61; it seems I have an unfortunate tendency to allow plot hooks to wait around in the wings for a good long time.) After successfully completing this adventure, the PCs started making their way back home, passing through the town in the small kingdom of Kordovia where Dundernoggin's cousin had a potion shop. They took a day to rest up there, which allowed Akari to "bink" back to Guild Headquarters so Telgrane could go through the next adventure; Logan was determined to increase Telgrane's levels, since at the time he was tied with Chalkan for the lowest-level PC in Wing Three. [/QUOTE]
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