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We D&D- Tyranny of Dragons Part 2: The Rise of Tiamat #24b Strike Team 1 Part 2 A Ton of Undead.
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<blockquote data-quote="Goonalan" data-source="post: 7839074" data-attributes="member: 16069"><p style="text-align: center"><strong>We D&D.</strong></p><p></p><p><strong>Session #44 The Rise of Tiamat #03 The Throne Guardian Toll Booth.</strong></p><p><strong></strong></p><p><strong>Brothers of the First Light.</strong></p><p><strong>Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 8</strong></p><p><strong>Lux (played by Sandy) Female Human Warlock Lvl 8</strong></p><p><strong>Watt (played by Jackie) Male Human Bard Lvl 8</strong></p><p><strong>Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 8</strong></p><p><strong>&</strong></p><p><strong>Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 8</strong></p><p><strong></strong></p><p><strong>Secondary PCs.</strong></p><p><strong>Derek Pilch (played by Jackie) Male Human Druid Lvl 8</strong></p><p><strong>Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 8</strong></p><p><strong>Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 8</strong></p><p></p><p>This is session #44 of our game, but only session #03 of The Rise of Tiamat scenario.</p><p></p><p>After a brief falling out last session, we’re all back in-game, and in a much better place…</p><p></p><p>The PCs are mid-conversation with a pack of five Bearded Devils, the Devils are polite and insistent- the much sought Varram the White has ventured down the stairs exiting to the south of this chamber, and about an hour ago. The Devils are keen that the PCs should know this.</p><p></p><p>The PCs are, of course, highly suspicious of the Devils- several of them (okay, at least one of them) is looking for an excuse to start killing the infernal bastards (that’d be Pete, I mean Sgt Bobby (Human Fighter)).</p><p></p><p>Lux (Human Warlock) and Watt (Human Bard) however swing in to action with the chat, the pair quickly ascertain that the five Bearded Devils work for Varram but are ‘off-shift’ at the moment, one of the Devils (Frottage, again) mumbles something about “union rates”. It also becomes obvious to the chatty pair that the Devils know a lot more than they are telling.</p><p></p><p>Lummins (Half-Elf Cleric) wants to fire up his Zone of Truth and start asking a few more hardball questions but the Devils (politely) object.</p><p></p><p>“It would be awfully bad show if you just started casting spells on us, that’s prejudice. How would you like it if we cast spells on you? I’d like you to think about that for a minute, please. How would you feel? You’d be upset wouldn’t you?”</p><p>Frottage states.</p><p></p><p>Sgt Bobby isn’t happy at all, but Pete’s having fun with it- rather than being an ass.</p><p></p><p>Eventually after ten more minutes of hilarious (in places) roleplay a deal is struck- Frottage and friends (Cokbox, Snotflinch, Phlembandit, and Peewee) are willing to say more- lots more, but only if they’re paid 200gp, five minutes later and the price is down to 150gp.</p><p></p><p>Note the Bearded Devils all look like George V, only with small stubby horns and snake-like beard appendages.</p><p></p><p>The chat continues, how does this work in your game, quite often I imagine the film version of our game- during which in instances like this one, the PCs (every now and then) break from the action to huddle up (US Football style) and chitter-chat in hushed whispers amongst themselves.</p><p></p><p>While the monsters… well, look mystified.</p><p></p><p>Finally, a decision is (nearly) made- the PCs are going to go back to Ilda the Ghost and see what she thinks (and/or advises) about the presence of the Devils et al. Don’t ask me how we got here, but that’s what happens.</p><p></p><p>The thing is the Players are not sure how to play this. Violence is an option, of course, but they also want to find out what the Devil’s know.</p><p></p><p>Anyway, so the PCs (after apologies) retreat out of the chamber, back up the stairs and past the ten-foot-tall fellow on the throne- paying 1gp each as they exit, and then back in to the dusty empty library and to Ilda.</p><p></p><p>Note the PCs only have to leave an offering when they pass through the door in to the Devil’s chamber, however at no point did I tell them this- so that’s 10gp for the Throne Guardian so far.</p><p></p><p>Ilda, after listening to the PCs for a while- mostly shrugging along to their story, states that she is also prepared to tell the PCs more (about this place) but only if they- a) retrieve the lost book, and b) kill or clear out the despoilers within the tomb (that means the Devils and Varram the White).</p><p></p><p>The PCs chat some more. It’s very chatty tonight- we’ve been in-game for nearly an hour at this point.</p><p></p><p>Then- there’s a plan. I’ll not spoil the surprise except to say that all members of the Brothers of the First Light are in agreement.</p><p></p><p>The PCs say adieu (they’ll be back) to Ilda once again, head through the throne room- paying the Guardian (15gp now) and down the stairs in to the Devil’s chamber. Lummins has cast his Zone of Truth spell already. Lux hands over 150gp and the Devils agree to five minutes of questioning.</p><p></p><p>Five minutes real-time the (firm, but fare) DM states, and then takes an age with the Devil’s much considered, and often verbose, answers.</p><p></p><p>Remarkably all five PCs get involved with the Q&A.</p><p></p><p>Note, Lummins is using his Zone of Truth, the Devils however have Magic Resistance, and remember they are also aware that the spell has been cast. They have advantage on their saves versus the spell, and yet all of them fail to do so, also remember that Lummins is aware that they have failed their saves.</p><p></p><p>So, they’re telling the truth- and seemingly happy to do so… the PCs learn, in the order that the questions are asked-</p><p></p><p>a) Within the tomb the Devils have fought and killed undead creatures.</p><p></p><p>b) Varram has lost his Dragon mask.</p><p></p><p>c) Varram and the Devils are here to consult the Divination pool- actually the Devils use the term ‘Looking Pool’, sadly it takes over two minutes to determine that the ‘Looking Pool’ is in fact the Divination pool- shame that. They’re going to use the ‘Looking Pool’ to find out where the lost Dragon mask is.</p><p></p><p>d) The Divination pool is further on in to the complex (and not down the southern stairs).</p><p></p><p>e) The Devils work for a fallen angel (now Archduchess of Avernus) by the name of Zariel.</p><p></p><p>f) Zariel wants Tiamat out of the Nine Hells.</p><p></p><p>Time’s up!</p><p></p><p>Oh, how I laughed- actually, the PCs/Players were a little less amused, particularly with my rambling shambolic answer to c) which took over half the allotted time to get said.</p><p></p><p>Just as an example answer d) went a little like this-</p><p></p><p>Watt: “Where is the Divination pool?”</p><p>Frottage: “Err… [Frottage looks around the room for several seconds]. If that’s north [Frottage points north]. And that’s south [Frottage points South]. Like on a compass!”</p><p>[SILENCE] Eventually…</p><p>Frottage: “Do you understand me. North? South? Like on a compass?”</p><p>Watt (and all other PCs): [Screaming & yelling] “Yes, we understand.”</p><p>Frottage: “Sorry, I just wanted to make sure- and there’s really no need to shout!”</p><p>[SILENCE] Eventually…</p><p>Watt (and all other PCs): [Screaming & yelling] “Yes, we understand.”</p><p>Frottage: “Well it’s over there [Frottage points in a vaguely westerly direction].</p><p></p><p>As I say, I think it went very well.</p><p></p><p>So, that’s the first part of the plan- now the second bit, time for the PCs to get their money back- the hard way. But the Bearded Devils are ready and waiting- there’s no surprise round for the scheming two-faced PCs, my poor sweet Devils- betrayed when they were just trying to be helpful.</p><p></p><p>[ATTACH=full]115170[/ATTACH]</p><p></p><p>Sgt Bobby rolls a ‘20’ for his initiative (the bastard) and with an Action Surge (and Hazirawn) kills Frottage (my innocent, beautiful, young Frottage). Bobby screams his delight and then seconds later is surrounded by all four of the remaining Bearded Devils who enter a frenzy- remarkably he’s only hit once, but the glaive wound bleeds profusely.</p><p></p><p>Watt fires two arrows in to the nearest Devil (the first a Crit), the Bard knows the Devils are Magic Resistant and so is doing this old skool. Lummins hits the Radiance of the Dawn button, and then kick starts his Spiritual Weapon- one of the Devils is now badly wounded- the room is bathed in the Light of Lathander. Hotlips (Halfling Rogue) enters Stab Fury Mode, and seconds later another of the Devils is also badly wounded.</p><p></p><p>Lux fires Eldritch Blasts at the two badly wounded Devils- one dies (Peewee), the other only just survives.</p><p></p><p>The Devils are really not winning this fight.</p><p></p><p>As if to emphasise this point Sgt Bobby (and Hazirawn) cuts down the other badly wounded Bearded Devil (Snotflinch), and then savages a second- the Devils have had enough, alas Sgt Bobby hasn’t. With an Inspiration Point the Fighter decapitates the badly wounded Phlembandit.</p><p></p><p>Which just leaves Cokbox, who drops to his knees, and swears he’ll be good- and cries out- “I say, would you mind awfully not slaying me?”</p><p></p><p>After five more minutes of chat the PCs finally oblige, the Bearded Devil- Cokbox lives, for now- more questions follow, although the price eventually agreed is to allow Cokbox to leave the tomb alive, after his interrogation.</p><p></p><p>Oh, but before that Watt and Lummins manage to staunch the bleeding wound on Sgt Bobby, the Fighter is soon all better again (well, almost).</p><p></p><p>Lummins fires up his Zone of Truth again, and the PCs learn the following from Cokbox-</p><p></p><p>1) Down the stairs to the south is the treasure vault, home to a bunch of undead guardians. Cokbox is not sure what sort of undead the guardians are- he describes them as ‘spectral’ and when that doesn’t suffice he states that they are also ‘floaty’, and ‘rather upset’.</p><p></p><p>2) Varram the White has been gone for some time (over an hour), he went on to the Looking Pool (to the west) with a bunch of his Dragon Cultists, they have not returned. The Bearded Devils were playing cards in effort to determine which of them was going to go looking for Varram and his friends.</p><p></p><p>3) The last orders Varram gave the Devils was to wait here and attack anyone (or thing) that emerged from the treasure vault. “Which would have been us if we followed your directions”, Watt helpfully states. Cokbox shrugs and replies- “What can you do? We’re Devils- what did you expect?”</p><p></p><p>The PCs have lots more questions but alas Cokbox has reached the outer limits of his knowledge regarding Varram et al.</p><p></p><p>After more chatter it is agreed that the PCs will escort Cokbox out of the tomb complex- this after first getting the Devil to swear not to re-enter the place. Thirty minutes later and the adventurers are back in the room- Cokbox is outta here.</p><p></p><p>Note- the Throne Guardian has now taken 25gp from the PCs total, there’s a job in this.</p><p></p><p>So, we’re back in the Devil’s chamber (now sans Devils), the options are- the stairs down to the treasure vault (and undead), or else further in to the complex and to the Divination pool (and Varram and company). There’s a vote, 5-0. The treasure vault and the undead it is.</p><p></p><p>So, Hotlips leading the way the Brothers descend the stairs- the Halfling Rogue checking every step of the way down. The only item found is an open hollow space (a shaft going up) in the wall and strewn about the remains of the dumbwaiter that went in the shaft. Best guess the opening emerges in the sloping corridor above this area, as found previously by Hotlips.</p><p></p><p>The PCs press on to a door, untrapped, and then Lummins fires up the Bless spell and they head in- to a well-appointed bedroom-cum-study, very nice. Cautiously the PCs enter, spread about a bit- snooping, but swords and spells in hand (as it were).</p><p></p><p>Which is fortunate as seconds later the undead arrive- through the walls.</p><p></p><p>[ATTACH=full]115171[/ATTACH]</p><p></p><p>Suddenly Spectres (four of) and Wraiths (two of) are charging through the walls of the chamber- swooping and flying at the PCs. Lux fails to Banish one of the Wraiths. Sgt Bobby and Hazirawn slice a Spectre clean in two- it fades to nothing with a hollow scream.</p><p></p><p>Hotlips is briefly hemmed in to a corner by a Spectre, the Halfling however manages to dodge past the ghostly undead and get in behind a Wraith reaching for Sgt Bobby. The Rogue stabs the creature with her magical rapier, the undead creature howls in pain.</p><p></p><p>Watt uses his Dissonant Whispers to cause the second Wraith, threatening Lummins, to flee the area- the undead scurries back through the nearest wall, “It’ll be back”, the Bard warns.</p><p></p><p>Lummins shrugs, nonchalant, hoists his holy symbol of Lathander in the air and incants- Turn Undead, the three remaining Spectres are ripped to shreds, the Wraith- the only undead remaining in the chamber (for now) doesn’t even blink.</p><p></p><p>There’s a brief pause in the game as the Players stop to applaud Rob (Lummins), they love these kick ass moments when one PC hits the sweet spot.</p><p></p><p>Lux fires an Eldritch Blast in to the Wraith, Sgt Bobby (with a little Bardic Inspiration) savages it- the Wraith is cut clean in two, and fades to nothing. Seconds later, with all of the PCs ready and waiting, the second Wraith flies through a wall and straight at the hateful Priest of Light- Lummins.</p><p></p><p>Some of the PCs (alas) have readied actions- the bastards, when did they start learning the rules.</p><p></p><p>Hotlips dodges in to stab at the undead foe with her magical rapier, Watt- while waiting for the Wraith’s return has got ready his magical bow- the Bard fires two arrows in to the fiend. The Wraith hate in its burning eyes, however makes it to the Priest- and throttles Lummins, or at least has a real good go. I roll a Crit- Yay! For 40 Necrotic damage. Lummins fails his Constitution save- his hit point total is reduced by 40 also, he’s down- and dying.</p><p></p><p>The Wraith, seemingly grinning- or is that the DM, attempts to flee through the opposite wall, fate or rather karma gets in the way, Lux kills the undead beast with another of her Eldritch Blasts, a Crit- as it happens. What goes around comes around.</p><p></p><p>Seconds later of course Lummins is back in the land of the living and gasping for air, courtesy of the Bard’s healing song.</p><p></p><p>Gah! Bring me more Wraiths.</p><p></p><p>Still Lummins’ hit point maximum is reduced to about twenty, the debate that follows is short and to the point, although in a non-confrontational way you understand. The PCs are going to search the room (for treasure) and then retreat for an extended rest. Note all of the PCs really took a beating fighting the tile Chimera, they’ve all spent 75% of their healing hit dice already.</p><p></p><p>So, the room is taken apart in search of, well… anything, there are lots of books on the shelves (some valuable), and between the bed and the wall a crumbling copy of a tome called- Transubstantiality across Potentialities. The tome Ilda is searching for- quest complete, they just need to return to the quest-giver. There’s also a silver ewer and some fine goblets- yoink, they’re taken; and in a chest a whole bunch of stuff- a pair of scrolls, a ring, and several beautiful (and immaculate- no rot) silk robes. Plenty of things for the PCs to examine during their forthcoming extended rest.</p><p></p><p>Hotlips also finds a secret compartment, actually just a loose brick that slots out of a wall- there’s nothing hidden there, then the Halfling notes the runes carved on the inward facing side of the brick. Lux and Lummins examine the object and determine the runes constitute some sort of magical ward (skill checks okay but not great). The brick is broken- the runes, well… ruined.</p><p></p><p>Then retrace their steps (yet again) and the PCs head all the way back to the library, with another 5gp for the Throne Guardian (30gp so far) on the way.</p><p></p><p>That Throne Guardian is well minted, as the youth say around here (probably about a decade ago, I’m an increasingly old git).</p><p></p><p>The rest of the session is played out swiftly, we’re over time already and the Players are keen to park their PCs in a well-earned extended rest. A bit of what follows is added on later via e-mail.</p><p></p><p>Back in the library Ilda is shown (but not given) the missing book, only shown because the PCs want to first hear what the Ghost has to say, which is this-</p><p></p><p>1) An age ago (or more) a bunch of Yuan-ti and their Lizardfolk servitors broke in to the tomb, they explored deep in to the complex and have been using it ever since as a hide-out, and of course making use of the Divination pool.</p><p></p><p>2) The Divination pool exacts a price for its use- in blood, the more it has been used the greater the price that has to be paid. The Yuan-ti, Ilda has observed on her spectral travels through the tomb, sacrifice humanoids (et al) which they capture in the Serpent Hills in order to make the Divination pool work. The implication being (which the PCs understand) is they too will have to sacrifice a sentient being in order to activate the device.</p><p></p><p>3) The pool allows the scryer to see past (or through) a variety of magical protections that would otherwise block the watcher.</p><p></p><p>4) The pool can also exact a high price on the scryer, several of the Yuan-ti, Ilda has observed, were rendered insane by the device, berserk style insane… so, there’s that.</p><p></p><p>Ilda completes her assessment of the situation.</p><p></p><p>However, the information gathering process does not run smoothly, between info point 2) and info point 3) Ilda notices that the PCs have been stealing from the tomb- to wit the silk robes and items taken from the ‘treasure vault’ (actually Diderius’ bedroom). She’s not happy- it gets fraught for a while, particularly when Sgt Bobby starts waving Hazirawn about.</p><p></p><p>Eventually Lummins and Watt (bad rolls from Lux) calm things down and we get to info point 3) and then 4) at which point things get twitchy again when Ilda starts screaming at the PCs to “Now, go and kill this wretched Dwarf- Varram”, and then starts yelling that the PCs should kill all of the other intruders, specifically the Yuan-ti. Basically, Ilda loses it…</p><p></p><p>Next stop however for the PCs is a snooze, but Ilda is insistent that they act now- remember she’s a crazy Ghost and the PCs represent her best chance (for centuries) of getting rid of the intruders.</p><p></p><p>In the end Watt prevents the fight from starting- the Bard roughly shoves the missing text- Transubstantiality across Potentialities, in to Ilda’s spectral hands, instinctively she grasps the book- and in that moment her spirit is finally laid to rest.</p><p></p><p>The PCs make camp where they are, set watch and settle down to investigate their new-found treasures, and of course to get a much-needed extended rest.</p><p></p><p>The tomb is deserted, not much (save the lone Troll, and the Yuan-ti- and I’m saving these for a rainy day) could stumble upon the encamped PCs, I’m speaking from a Wandering Monsters POV, so- the Brothers of the First Light rest easy.</p><p></p><p>Next session, well… more of the same.</p></blockquote><p></p>
[QUOTE="Goonalan, post: 7839074, member: 16069"] [CENTER][B]We D&D.[/B][/CENTER] [B]Session #44 The Rise of Tiamat #03 The Throne Guardian Toll Booth. Brothers of the First Light. Lummins (played by Rob) Male Half-Elf Cleric of Lathander Lvl 8 Lux (played by Sandy) Female Human Warlock Lvl 8 Watt (played by Jackie) Male Human Bard Lvl 8 Sgt Bobby Markguth (played by Pete) Male Human Fighter Lvl 8 & Hotlips Houlihan (played by Sandy) Female Halfling Rogue Lvl 8 Secondary PCs. Derek Pilch (played by Jackie) Male Human Druid Lvl 8 Hard Bonk (played by Rob) Male Half-Orc Monk Lvl 8 Sgt Harald Hardaxe (played by Pete) Male Shield Dwarf Fighter Lvl 8[/B] This is session #44 of our game, but only session #03 of The Rise of Tiamat scenario. After a brief falling out last session, we’re all back in-game, and in a much better place… The PCs are mid-conversation with a pack of five Bearded Devils, the Devils are polite and insistent- the much sought Varram the White has ventured down the stairs exiting to the south of this chamber, and about an hour ago. The Devils are keen that the PCs should know this. The PCs are, of course, highly suspicious of the Devils- several of them (okay, at least one of them) is looking for an excuse to start killing the infernal bastards (that’d be Pete, I mean Sgt Bobby (Human Fighter)). Lux (Human Warlock) and Watt (Human Bard) however swing in to action with the chat, the pair quickly ascertain that the five Bearded Devils work for Varram but are ‘off-shift’ at the moment, one of the Devils (Frottage, again) mumbles something about “union rates”. It also becomes obvious to the chatty pair that the Devils know a lot more than they are telling. Lummins (Half-Elf Cleric) wants to fire up his Zone of Truth and start asking a few more hardball questions but the Devils (politely) object. “It would be awfully bad show if you just started casting spells on us, that’s prejudice. How would you like it if we cast spells on you? I’d like you to think about that for a minute, please. How would you feel? You’d be upset wouldn’t you?” Frottage states. Sgt Bobby isn’t happy at all, but Pete’s having fun with it- rather than being an ass. Eventually after ten more minutes of hilarious (in places) roleplay a deal is struck- Frottage and friends (Cokbox, Snotflinch, Phlembandit, and Peewee) are willing to say more- lots more, but only if they’re paid 200gp, five minutes later and the price is down to 150gp. Note the Bearded Devils all look like George V, only with small stubby horns and snake-like beard appendages. The chat continues, how does this work in your game, quite often I imagine the film version of our game- during which in instances like this one, the PCs (every now and then) break from the action to huddle up (US Football style) and chitter-chat in hushed whispers amongst themselves. While the monsters… well, look mystified. Finally, a decision is (nearly) made- the PCs are going to go back to Ilda the Ghost and see what she thinks (and/or advises) about the presence of the Devils et al. Don’t ask me how we got here, but that’s what happens. The thing is the Players are not sure how to play this. Violence is an option, of course, but they also want to find out what the Devil’s know. Anyway, so the PCs (after apologies) retreat out of the chamber, back up the stairs and past the ten-foot-tall fellow on the throne- paying 1gp each as they exit, and then back in to the dusty empty library and to Ilda. Note the PCs only have to leave an offering when they pass through the door in to the Devil’s chamber, however at no point did I tell them this- so that’s 10gp for the Throne Guardian so far. Ilda, after listening to the PCs for a while- mostly shrugging along to their story, states that she is also prepared to tell the PCs more (about this place) but only if they- a) retrieve the lost book, and b) kill or clear out the despoilers within the tomb (that means the Devils and Varram the White). The PCs chat some more. It’s very chatty tonight- we’ve been in-game for nearly an hour at this point. Then- there’s a plan. I’ll not spoil the surprise except to say that all members of the Brothers of the First Light are in agreement. The PCs say adieu (they’ll be back) to Ilda once again, head through the throne room- paying the Guardian (15gp now) and down the stairs in to the Devil’s chamber. Lummins has cast his Zone of Truth spell already. Lux hands over 150gp and the Devils agree to five minutes of questioning. Five minutes real-time the (firm, but fare) DM states, and then takes an age with the Devil’s much considered, and often verbose, answers. Remarkably all five PCs get involved with the Q&A. Note, Lummins is using his Zone of Truth, the Devils however have Magic Resistance, and remember they are also aware that the spell has been cast. They have advantage on their saves versus the spell, and yet all of them fail to do so, also remember that Lummins is aware that they have failed their saves. So, they’re telling the truth- and seemingly happy to do so… the PCs learn, in the order that the questions are asked- a) Within the tomb the Devils have fought and killed undead creatures. b) Varram has lost his Dragon mask. c) Varram and the Devils are here to consult the Divination pool- actually the Devils use the term ‘Looking Pool’, sadly it takes over two minutes to determine that the ‘Looking Pool’ is in fact the Divination pool- shame that. They’re going to use the ‘Looking Pool’ to find out where the lost Dragon mask is. d) The Divination pool is further on in to the complex (and not down the southern stairs). e) The Devils work for a fallen angel (now Archduchess of Avernus) by the name of Zariel. f) Zariel wants Tiamat out of the Nine Hells. Time’s up! Oh, how I laughed- actually, the PCs/Players were a little less amused, particularly with my rambling shambolic answer to c) which took over half the allotted time to get said. Just as an example answer d) went a little like this- Watt: “Where is the Divination pool?” Frottage: “Err… [Frottage looks around the room for several seconds]. If that’s north [Frottage points north]. And that’s south [Frottage points South]. Like on a compass!” [SILENCE] Eventually… Frottage: “Do you understand me. North? South? Like on a compass?” Watt (and all other PCs): [Screaming & yelling] “Yes, we understand.” Frottage: “Sorry, I just wanted to make sure- and there’s really no need to shout!” [SILENCE] Eventually… Watt (and all other PCs): [Screaming & yelling] “Yes, we understand.” Frottage: “Well it’s over there [Frottage points in a vaguely westerly direction]. As I say, I think it went very well. So, that’s the first part of the plan- now the second bit, time for the PCs to get their money back- the hard way. But the Bearded Devils are ready and waiting- there’s no surprise round for the scheming two-faced PCs, my poor sweet Devils- betrayed when they were just trying to be helpful. [ATTACH type="full" alt="08 Bearded Devils.jpg"]115170[/ATTACH] Sgt Bobby rolls a ‘20’ for his initiative (the bastard) and with an Action Surge (and Hazirawn) kills Frottage (my innocent, beautiful, young Frottage). Bobby screams his delight and then seconds later is surrounded by all four of the remaining Bearded Devils who enter a frenzy- remarkably he’s only hit once, but the glaive wound bleeds profusely. Watt fires two arrows in to the nearest Devil (the first a Crit), the Bard knows the Devils are Magic Resistant and so is doing this old skool. Lummins hits the Radiance of the Dawn button, and then kick starts his Spiritual Weapon- one of the Devils is now badly wounded- the room is bathed in the Light of Lathander. Hotlips (Halfling Rogue) enters Stab Fury Mode, and seconds later another of the Devils is also badly wounded. Lux fires Eldritch Blasts at the two badly wounded Devils- one dies (Peewee), the other only just survives. The Devils are really not winning this fight. As if to emphasise this point Sgt Bobby (and Hazirawn) cuts down the other badly wounded Bearded Devil (Snotflinch), and then savages a second- the Devils have had enough, alas Sgt Bobby hasn’t. With an Inspiration Point the Fighter decapitates the badly wounded Phlembandit. Which just leaves Cokbox, who drops to his knees, and swears he’ll be good- and cries out- “I say, would you mind awfully not slaying me?” After five more minutes of chat the PCs finally oblige, the Bearded Devil- Cokbox lives, for now- more questions follow, although the price eventually agreed is to allow Cokbox to leave the tomb alive, after his interrogation. Oh, but before that Watt and Lummins manage to staunch the bleeding wound on Sgt Bobby, the Fighter is soon all better again (well, almost). Lummins fires up his Zone of Truth again, and the PCs learn the following from Cokbox- 1) Down the stairs to the south is the treasure vault, home to a bunch of undead guardians. Cokbox is not sure what sort of undead the guardians are- he describes them as ‘spectral’ and when that doesn’t suffice he states that they are also ‘floaty’, and ‘rather upset’. 2) Varram the White has been gone for some time (over an hour), he went on to the Looking Pool (to the west) with a bunch of his Dragon Cultists, they have not returned. The Bearded Devils were playing cards in effort to determine which of them was going to go looking for Varram and his friends. 3) The last orders Varram gave the Devils was to wait here and attack anyone (or thing) that emerged from the treasure vault. “Which would have been us if we followed your directions”, Watt helpfully states. Cokbox shrugs and replies- “What can you do? We’re Devils- what did you expect?” The PCs have lots more questions but alas Cokbox has reached the outer limits of his knowledge regarding Varram et al. After more chatter it is agreed that the PCs will escort Cokbox out of the tomb complex- this after first getting the Devil to swear not to re-enter the place. Thirty minutes later and the adventurers are back in the room- Cokbox is outta here. Note- the Throne Guardian has now taken 25gp from the PCs total, there’s a job in this. So, we’re back in the Devil’s chamber (now sans Devils), the options are- the stairs down to the treasure vault (and undead), or else further in to the complex and to the Divination pool (and Varram and company). There’s a vote, 5-0. The treasure vault and the undead it is. So, Hotlips leading the way the Brothers descend the stairs- the Halfling Rogue checking every step of the way down. The only item found is an open hollow space (a shaft going up) in the wall and strewn about the remains of the dumbwaiter that went in the shaft. Best guess the opening emerges in the sloping corridor above this area, as found previously by Hotlips. The PCs press on to a door, untrapped, and then Lummins fires up the Bless spell and they head in- to a well-appointed bedroom-cum-study, very nice. Cautiously the PCs enter, spread about a bit- snooping, but swords and spells in hand (as it were). Which is fortunate as seconds later the undead arrive- through the walls. [ATTACH type="full" alt="09 Theyre coming through the walls.jpg"]115171[/ATTACH] Suddenly Spectres (four of) and Wraiths (two of) are charging through the walls of the chamber- swooping and flying at the PCs. Lux fails to Banish one of the Wraiths. Sgt Bobby and Hazirawn slice a Spectre clean in two- it fades to nothing with a hollow scream. Hotlips is briefly hemmed in to a corner by a Spectre, the Halfling however manages to dodge past the ghostly undead and get in behind a Wraith reaching for Sgt Bobby. The Rogue stabs the creature with her magical rapier, the undead creature howls in pain. Watt uses his Dissonant Whispers to cause the second Wraith, threatening Lummins, to flee the area- the undead scurries back through the nearest wall, “It’ll be back”, the Bard warns. Lummins shrugs, nonchalant, hoists his holy symbol of Lathander in the air and incants- Turn Undead, the three remaining Spectres are ripped to shreds, the Wraith- the only undead remaining in the chamber (for now) doesn’t even blink. There’s a brief pause in the game as the Players stop to applaud Rob (Lummins), they love these kick ass moments when one PC hits the sweet spot. Lux fires an Eldritch Blast in to the Wraith, Sgt Bobby (with a little Bardic Inspiration) savages it- the Wraith is cut clean in two, and fades to nothing. Seconds later, with all of the PCs ready and waiting, the second Wraith flies through a wall and straight at the hateful Priest of Light- Lummins. Some of the PCs (alas) have readied actions- the bastards, when did they start learning the rules. Hotlips dodges in to stab at the undead foe with her magical rapier, Watt- while waiting for the Wraith’s return has got ready his magical bow- the Bard fires two arrows in to the fiend. The Wraith hate in its burning eyes, however makes it to the Priest- and throttles Lummins, or at least has a real good go. I roll a Crit- Yay! For 40 Necrotic damage. Lummins fails his Constitution save- his hit point total is reduced by 40 also, he’s down- and dying. The Wraith, seemingly grinning- or is that the DM, attempts to flee through the opposite wall, fate or rather karma gets in the way, Lux kills the undead beast with another of her Eldritch Blasts, a Crit- as it happens. What goes around comes around. Seconds later of course Lummins is back in the land of the living and gasping for air, courtesy of the Bard’s healing song. Gah! Bring me more Wraiths. Still Lummins’ hit point maximum is reduced to about twenty, the debate that follows is short and to the point, although in a non-confrontational way you understand. The PCs are going to search the room (for treasure) and then retreat for an extended rest. Note all of the PCs really took a beating fighting the tile Chimera, they’ve all spent 75% of their healing hit dice already. So, the room is taken apart in search of, well… anything, there are lots of books on the shelves (some valuable), and between the bed and the wall a crumbling copy of a tome called- Transubstantiality across Potentialities. The tome Ilda is searching for- quest complete, they just need to return to the quest-giver. There’s also a silver ewer and some fine goblets- yoink, they’re taken; and in a chest a whole bunch of stuff- a pair of scrolls, a ring, and several beautiful (and immaculate- no rot) silk robes. Plenty of things for the PCs to examine during their forthcoming extended rest. Hotlips also finds a secret compartment, actually just a loose brick that slots out of a wall- there’s nothing hidden there, then the Halfling notes the runes carved on the inward facing side of the brick. Lux and Lummins examine the object and determine the runes constitute some sort of magical ward (skill checks okay but not great). The brick is broken- the runes, well… ruined. Then retrace their steps (yet again) and the PCs head all the way back to the library, with another 5gp for the Throne Guardian (30gp so far) on the way. That Throne Guardian is well minted, as the youth say around here (probably about a decade ago, I’m an increasingly old git). The rest of the session is played out swiftly, we’re over time already and the Players are keen to park their PCs in a well-earned extended rest. A bit of what follows is added on later via e-mail. Back in the library Ilda is shown (but not given) the missing book, only shown because the PCs want to first hear what the Ghost has to say, which is this- 1) An age ago (or more) a bunch of Yuan-ti and their Lizardfolk servitors broke in to the tomb, they explored deep in to the complex and have been using it ever since as a hide-out, and of course making use of the Divination pool. 2) The Divination pool exacts a price for its use- in blood, the more it has been used the greater the price that has to be paid. The Yuan-ti, Ilda has observed on her spectral travels through the tomb, sacrifice humanoids (et al) which they capture in the Serpent Hills in order to make the Divination pool work. The implication being (which the PCs understand) is they too will have to sacrifice a sentient being in order to activate the device. 3) The pool allows the scryer to see past (or through) a variety of magical protections that would otherwise block the watcher. 4) The pool can also exact a high price on the scryer, several of the Yuan-ti, Ilda has observed, were rendered insane by the device, berserk style insane… so, there’s that. Ilda completes her assessment of the situation. However, the information gathering process does not run smoothly, between info point 2) and info point 3) Ilda notices that the PCs have been stealing from the tomb- to wit the silk robes and items taken from the ‘treasure vault’ (actually Diderius’ bedroom). She’s not happy- it gets fraught for a while, particularly when Sgt Bobby starts waving Hazirawn about. Eventually Lummins and Watt (bad rolls from Lux) calm things down and we get to info point 3) and then 4) at which point things get twitchy again when Ilda starts screaming at the PCs to “Now, go and kill this wretched Dwarf- Varram”, and then starts yelling that the PCs should kill all of the other intruders, specifically the Yuan-ti. Basically, Ilda loses it… Next stop however for the PCs is a snooze, but Ilda is insistent that they act now- remember she’s a crazy Ghost and the PCs represent her best chance (for centuries) of getting rid of the intruders. In the end Watt prevents the fight from starting- the Bard roughly shoves the missing text- Transubstantiality across Potentialities, in to Ilda’s spectral hands, instinctively she grasps the book- and in that moment her spirit is finally laid to rest. The PCs make camp where they are, set watch and settle down to investigate their new-found treasures, and of course to get a much-needed extended rest. The tomb is deserted, not much (save the lone Troll, and the Yuan-ti- and I’m saving these for a rainy day) could stumble upon the encamped PCs, I’m speaking from a Wandering Monsters POV, so- the Brothers of the First Light rest easy. Next session, well… more of the same. [/QUOTE]
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