Plane Sailing
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The three of them manage to find their way through the trees and back to the old road again, and within an hour or so are back in the village. They request a chat with Dyson who is happy to oblige. The kindly old scholar explains that his old friend Henwen lives in the mausoleum now -"her mind was destroyed by one of the awful creatures that we fought in our simple adventuring days, and she just babbles to herself in imbecility." He says. "So sad. It is just good fortune that the ghostly horseman keeps away from that gravesite, since I’ve not been able to convince her to seek safety here in the village. Well, what safety there is, anyway".
Trajan reassures them that they are going to do what they can to tackle the barrow and see to this ghost which is terrorising them (but he doesn’t reveal his suspicions about Tully’s lies).
Lysander, Dala and Arylin remain behind in the village to protect and reassure villagers, while Anne-Marie, Trajan and K’tan head out to the barrow.
DMs note: An old friend was visiting from Germany and took over the playing of the NPC K’tan, so you’ll see a little more action from him for a while. It was only his third game of 3rd edition, and his first go at a caster, but he took to it with much aplomb
Getting their bearings better, they head off directly towards the barrow. At the edge of the thickest part of the forest Anne-Marie narrowly avoids setting off a snare which would have catapulted her skywards, but the expected hail of arrows never materialises.
In early morning they reach the huge barrow once more. Entering the small chamber with the alcove, and performing a detailed search of the walls reveals three secret doors, each activated by switches hidden in the carvings. They select one at random and the wall slides downwards, revealing a dark and damp passage. K’tan lights up his lantern, and Trajan leads the way cautiously through the narrow passage and up to the T junction.
All is silent as the grave.
As he reaches the T Junction a hideous undead figure leaps around the corner, alerted by the lantern light; as its claws rake his chest a chilling cold steals into his soul...
Trajan reassures them that they are going to do what they can to tackle the barrow and see to this ghost which is terrorising them (but he doesn’t reveal his suspicions about Tully’s lies).
Lysander, Dala and Arylin remain behind in the village to protect and reassure villagers, while Anne-Marie, Trajan and K’tan head out to the barrow.
DMs note: An old friend was visiting from Germany and took over the playing of the NPC K’tan, so you’ll see a little more action from him for a while. It was only his third game of 3rd edition, and his first go at a caster, but he took to it with much aplomb
Getting their bearings better, they head off directly towards the barrow. At the edge of the thickest part of the forest Anne-Marie narrowly avoids setting off a snare which would have catapulted her skywards, but the expected hail of arrows never materialises.
In early morning they reach the huge barrow once more. Entering the small chamber with the alcove, and performing a detailed search of the walls reveals three secret doors, each activated by switches hidden in the carvings. They select one at random and the wall slides downwards, revealing a dark and damp passage. K’tan lights up his lantern, and Trajan leads the way cautiously through the narrow passage and up to the T junction.
All is silent as the grave.
As he reaches the T Junction a hideous undead figure leaps around the corner, alerted by the lantern light; as its claws rake his chest a chilling cold steals into his soul...