Showing posts with label tomb of horrors. Show all posts
Showing posts with label tomb of horrors. Show all posts

Friday, October 16, 2009

HackMaster Basic has ended, DnD 3.5 has resumed

Well, I said I would try to get character sheets posted of the HackMaster Basic game we ran. So without any additional preamble, here they are:
And last week, on Friday, October 9th, we resumed our Kalamar DnD 3.5 game. It has been more than a year, which I found surprising. We had a little bit of an introduction back into the game, with our last game ending in the Tomb of Horrors.

Aldoran reached Geanavue safely, and spoke with the head of the House of Solace. He urged the immediate destruction of the skull, in an attempt to free the trapped souls of Chamele and Kascannia. By placing the portable hole in a bag of holding, both the items and their contents should be destroyed, with the by-product of opening a gate to the astral plane.

They protected against the gate opening by casting a dimensional anchor spell in the room before attempting to place the portable hole in the bag of holding. When this occurred, the skull was destroyed, and the souls of Kascannia and Chamele were allowed travel into the outer planes.

Aldoran sacrificed some of the magical weapons and artifacts found in to the tomb of horrors in order to true resurrect both Kasca and Chamele. After a couple of days, Vorian also reached Geanavue.

In the meantime, Kascannia and Chamele saw two female fire giants enter the city, apparently part of an envoy from the fire giants. Also, Vorian, Cassandra and Aldoran saw a human ranger leaving Shyff as they arrived. His large lizard-like companion almost attacked Aldoran's dire wolf, but were controlled by their respective humanoid companions.

After re-situating themselves in Geanavue, the party plans to travel towards the lost tomb of Kruk-Ma-Kali, somewhere north of the city of Dijishy.

Friday, August 1, 2008

Kalamar Session 08 (Gygax Tribute) – August 1, 2008

I’ll try to keep this journal post short. My players survived the tomb of horrors, after almost 5 months and 7 Friday evening game sessions

Essentially, they picked locks, disabled traps, searched around, and found the true crypt.

One thing I regret is how I allowed another player to control my wife’s character in a way that put her at risk, and probably in way she wouldn’t have actually acted.

Her character (Chamele) died first, failing her saving throw. Next, the elven fighter died. The human fighter saved, and then the elven druid Aldoran picked up the portable hole that Chamele from the ground and used it like a net to trap the demilich construct inside.

One of my players thought that this thing was invincible or undefeatable.

They also found what appears to be a holy book of the church of shackles.

Then, since it seemed that time was against them, Aldoran, Vorian, and Casandra prepared to go to Geanavue, the closest metropolis and best place to get healing. Aldoran changed into a eagle, and flew non-stop with a helping wind (10 mph+) to Geanavue, almost 600 miles away. (speed 80, hustle for 160 miles per 8 hours, shifting three times and using cure spells between shifts to remove fatigue)

So, I allowed that he could make it in time. The question then is how will the clerics and leaders of Geanavue react to a powerful demilich construct being brought to their city? Suggestions and comments welcome!

Demilich information from d20srd.org: http://www.d20srd.org/srd/epic/monsters/demilich.htm (this is substantially more powerful but essentially the same, at least the soul sucking part

Friday, June 27, 2008

Kalamar Session 07 - June 27, 2008

The group goes back to the throne room, and looks at the three northern doors. They first look at the middle door.

This small door seems to scintillate with a faint
violet light. A sturdy brass ring hangs enticingly at
the center of the door.


They search for traps, and find none, and also determine that the door is unlocked.

This 10-foot-square chamber contains many
martial war decorations, which consist of crossed
swords over round shields.


They also see a door or the north wall. They think that maybe their lost equipment is through the door. So Vorian, the unarmored figher steps into the room. He is suddenly surrounded by the swords and shields, which are animated by some sort of magic.

He begins hitting them, and then tries to get out of their reach by leaving the room. They follow him out into the hallway, and attack him en masse. Casandra casts haste, and Lightning bolts from the wizard, and flame strikes from the druid start doing some damage. Vorian, using his magical longsword also does a fair amount of damage. Aldoran also shoots several arrows.

They are eventually killed, but Vorian is much worse for the wear. Chamele then scouts out the northern door. She opens to it find a chamber.

Water spills from a wall basin onto a sodden floor
strewn with decayed bones and rotted equipment.
Runes are carved in the northern wall.


“YOU WHO DARED TO VIOLATE MY TOMB MAY
REMAIN
AND DIE SLOWLY OF STARVATION, OR ESCAPE TO
CERTAIN DEATH.
WHATEVER YOUR CHOICE, ACERERAK THE
ETERNAL
WATCHES AND SCOFFS AT YOUR PUNY EFFORTS
AND ENJOYS YOUR DEATH THROES.”


The most important find in this room was a magical flail, which the elven fighter takes.

They then look at the right-hand door.

This small door seems to shimmer with a faint
blue light. A sturdy brass ring hangs enticingly at
the center of the door.


They open the door to find:

A large wooden sarcophagus rests upon a low
stone table. Broken and looted chests, urns, and
coffers are scattered about on the floor.


The wizard casts a detect magic spell, and detect something magical inside the sarcophagus. They open it up to find the mummified remains of a corpse. Kascannia, the elven fighter, picks up a hand and removes some of the bindings to reveal a magic ring on the middle finger. Casandra reaches in a grabs the ring, finger and all. Suddenly, the corpse seems to become whole and stands up.

Everyone steps back, stunned a little bit. It quickly turns towards Brutus, Cleric of the Old Man. The mummy casts a spell, approaches the cleric, touches him, and the cleric suddenly falls to the ground, dead.

The wizard casts magic missle, but they are absorbed by the mummy’s amulet. Everyone tries to kill the mummy, but the most effective damage is done by Aldoran and his arrows. A lightning bolt also did a substantial amount of damage to the mummy.

It eventually falls, before inflicting any more harm on the party.

Now the question is what to do with the dead cleric who came to their aid earlier.
Surprised that this has gone on for so long!

Friday, May 23, 2008

Kalamar Session 06 - May 23, 2008

Vorian - Fighter 12
Kascannia - Fighter 12
Casandra - Bard 9, Cohort of Vorian
Chamele - Wizard5/Rogue2/Infiltrator2/Arcane Trickster 3
Aldoran - Ranger 5/Druid 7
Brutus - Cleric 9 (NPC, previous cohort of Vorian)

First, I reintroduced Brutus, the Cleric of the Old Man to the group in a possible Duex Ex Machina to help Vorian and Kascannia. Though the others decided to backtrack shortly after that, so they met up in the middle of the tomb. They decided to backtrack, and gave 7 more gems to the gargoyle statue.

Brutus needed the Gem of Seeing that it produced to destroy the evil magical artifact in his possession, but Chamele played dumb and palmed it. We'll have to see how that evolves. They then almost fell down a trap where the corridor drops into lava. They then found a false Acrerac, which behaved like a lich. They did kill it, thanks mostly to flame strikes from the cleric and druid. After that, they found a stone juggernaut, an elephant on a log. Summoned dire wolves kept tripping it up, and Vorian used a borrowed longsword from Casandra to do it in at the end.

A longer than expected session, and still not done! There isn't hardly anything left to explore.

Friday, May 9, 2008

Kalamar Session 05 - Friday, May 9th

Just a brief update this time. I think this is why the Tomb of Horrors isn't much liked: Guts, seeing a demon face in a hall of columns, and thinking that the ring from Aldoran appeared here, got too close to it and was sucked through and spat out of the demon face at the entrance hall of the tomb, with no equipment.

Then, making a few good decisions, the group did get to a set of mithril doors. Thinking to use their two obvious keys, Aldoran got shocked, twice. Once bitten, twice shy, he stopped messing with it. The bard thought the scepter may fit in the depression, and Kascannia decided to match colors again and put the silver end into the depression. She too was teleported to the the entrance hall, with no equipment. The three remaining in the tomb backtracked, and found the scepter back on the throne.

They decided to try the other end, and drawing the short stick, Casandra used the gold end of the scepter to open the door.

The whole group is now level 12, but the three inside the tomb are without their two melee fighters, leaving a bard, a druid/ranger, and an arcane trickster to themselves.

Friday, April 25, 2008

Kalamar Session 04 - April 25, 2008

Characters:
Chamele, Infiltrator 2/Wizard 5/Rogue 2/Arcane Trickster 2
Aldoran, Ranger 5/Druid 6
Vorian, Fighter 11
Kascannia, Fighter 11
Casandra, Bard 9, Cohort of Vorian

The group is still inside the tomb of horrors, trying to find the artifact the Church of the Overlord is looking for. It has been slow going, taking several days of recuperating from monster attacks and traps.

After resting thoroughly, Chamele opened the last of three chests, gold, in the room. Suddenly, a dozen snakes leap from the chest and swarm the nearest people. Chamele was bitten twice, as was Vorian. Kascannia was bitten once. Luckily, Chamele was no worse for the wear, but both Kascannia and Vorian felt much weaker. Aldoran shot three lethally with arrows, and then Vorian quickly dispatched the rest. Aldoran then cast a spell on Chemele to slow the poison, and then tended to Kascannia. She then shrugged off the poisonous effects, but was still feeling weakened.

Then, the group found their way through a long winding tunnel to a chapel. As they were exploring, they found traps in the pews and in the alter. As they were trying to find a way to continue, Kascannia began looking at urns in the corner, and saw a secret door. They put a magic ring in a slot, revealing a passageway. After going through three doors, and searching each pit that was after each door, they found a secret door. As Chamele was passing by, she saw another secret door right at the top of the stairs. She couldn't pick the lock, so she cast a knock spell. This didn't work either. Then Casandra attempted to dispel the magic that might be preventing a knock spell from working, twice, to no avail. Then Vorian began attacking the door with his sword. In three swift hits it was down, and the group went through.

They then came to what appeared to be mummy preparation room. The most noticeable thing in the room were three vats. They spilled out the contents of the middle vat, and grabbed a key-half at the bottom of the vat, and then poured some of the liquid from the middle vat into the third vat, which caused a gelatinous cube to become quite agitated, and it began to attack them. It was quickly dispatched. At the bottom of it's vat was another half of a key. Vorian pushed them together and they joined magically.

Chamele then lead the way, disarming traps as they went, and they stopped to rest in a room with several items strewn about, after pulling down the tapestries from a distance, which caused them to turn to green slime.

Everyone is close to level 12, especially Chamele who is less than 50 points away.

Friday, March 21, 2008

Kalamar Session 03 - Gygax Tribute

Yesterday, Friday March 21, 2008, the group continued in the Tomb of Horrors. The ended up winding around a bit, and eventually retraced their steps, looking for a secret door or passage, which they eventually found.

They did throw a magic ring into a sphere of annihilation, thinking to sacrifice a ring due to a riddle they found. They also allowed 3 of 10 gems to be crushed, but did not follow through.

The session ended with the destruction of a bone golem. I'm running the adventure as written, and this foe turned out to be a bit weak for the group.

Tomorrow I'm running a level 1 game for a new group (Two existing players and two new players). In two weeks, we'll return to Undermountain.

Friday, March 7, 2008

Kalamar Session 02 - Gygax Tribute

Group Level: 11

Aldoran – Wood Elf Druid/Ranger
Chamele – Gray Elf Infiltrator/Wizard/Rogue/Arcane Trickster
Vorian – Human Fighter
Kascannia – High Elf Fighter
Casandra – Human Bard, cohort of Vorian

On Friday, March 7th, our regular Kingdoms of Kalamar group met. In tribute to E. Gary Gygax, I decided to run Tomb of Horrors, which has a D&D 3.5 adaptation on the wizards.com website.

The group had just defeated a cleric that they didn’t know much about, and a bugbear mage. The cleric disappeared before he died, but they found some interesting information in his room.

His journal, which also had correspondence inside of it, told hold the elves were being held as a possible profitable venture, as elven slaves sell for much more in the Pel Brolenese slave markets. It identified the cleric as Aldrel, a cleric of the overlord, but his writing companions name isn’t revealed.

The group remembered that they had interacted with the Pel Brolenese theocracy before, when they rescued a group of would be slaves, including Prince Cardor on the border of Pel Brolenon and Brandobia.

Apparently, Aldrel was looking for a magical artifact in the tomb of a lich, which is supposed to have significance to their religion. The item itself isn’t named or explained, but Aldrel’s writing companion places great emphasis on it. Aldrel was not able to find the tomb, but the elves that he had captured knew it’s general location, and share it with the group of adventurers.

After resting with the elves in a more secure elven settlement, the group heads out to find the tomb, and either find or destroy the artifact to prevent the clerics of the overlord from retrieving it.

They find the tomb, which seems to be overgrown with plants, and at first glace seems to be a raised, strange shaped hill. Aldoran uses a spell, and asks the plants what they have seen, comings and goings, etc. The shrubs tell him that nobody has come recently, and the most recent group was about two dozen dwarves.

The group then tries to find an entrance. Aldoran and Chamele begin searching, and find an entrance. This one turns out to be false, as the door at the end of the corridor opens into a blank wall, and would have collapsed the tunnel if Chamele hadn’t disabled the trap previously.

They find another false entrance as well, but disabled these traps as well.

They eventually find the true entrance, after about 4 hours of digging total.

They find a cryptic message disguised in a red mosaic path on the floor, which they read only after disarming several traps. They find a archway filled with mists, and big green faced demon, with a gaping maw.

Trying to read the clues in the floor, they begin discussing the best course of action. Chamele realizes that there is a secret door behind a seemingly painted door on the wall, and scrapes a little bit of paint of with her dagger. They think that this is the best way to go, but not before opening a pit in the floor and lowering Chamele down it. She searches the pit, and finds nothing.

Once through the secret door, they find themselves in a 10 x 20 foot corridor, with another door at the end. They open the door, and a four-armed gargoyle with a horn on it’s head immediately springs into action.

Vorian and Kasca rush in, while the rest of the group remains in the small corridor, shooting arrows and casting spells. In very short order, Vorian is down and Kasca is hurting.

Aldoran and Casandra rush in the try to pull them back, and just barely succeed. Aldoran uses his druidic powers to make the stone walls seal the doorway, and they retreat back into the main entryway to regroup.

One the gargoyle breaks through the door and rushes through the doorway, Casandra holds it in place, and Vorian slams into it, slaying it.

The group then decides to stay in the room that gargoyle was occupying to heal up, as it has doorways which they can defend.

Overall, I have a mixed reaction. The fighters who rushed in deserved what they got, and probably shouldn't have complained if they died. However, I think it teaches them the lethality of the locale.