jump to navigation

Session 3

Players: Gante (Jon), Epona (Elizabeth), Gwindaldorf (Tammy), and Rakhshanl (Brad)

2nd of Suncrest [July]

The group is contacted by Marlak, the prominent sorcerer in Karkin. He tells them he needs a shred of an ancient burial shroud for his research and directs them to the Hanan family crypt where an old enough shroud is. They arrive around midday, not wanting to chance a cemetery after dark. Inside is near pitch black. In an alcove are some old skeletons in rusted armor. They also notice there is no door aside from the one they came in. They decide to inspect the walls and search for secret doors. As they enter the room, though, they’re ambushed by four of the skeletons. The animated bones put up a good fight (mostly from having no weak points), but the team is victorious. It’s suspicious, but they press on. They discover a secret door which slides down, leading further into the crypt.

The newly discovered room is square, with a large iron door opposite the entrance. A small hole is at the bottom of one of the walls, and another holds five levers near the door. Gwindaldorf peers into the hole while Rakhshanl tries some of the levers. It turns out that several vipers call the hole their home, and treat Gwindaldorf to a close up view of their teeth. Rakhshanl abandons the levers to help the bard. Gante and Epona help her out as well. With the vipers defeated, Gante helps treat the poison. After dealing with the snakes, they end up running through every possible arrangement of levers to open the door.

Inside, they find Marlak’s enemy, Zeru the necromancer. He had been waiting for Marlak to come for the shroud, but was willing to destroy those he sent. His team of animated skeletons gave the group some trouble while he fired magic missiles, but they eventually prevailed. In the sarcophagus, they find the shroud, a large garnet, and a shield with a map inscribed on the back. Gwindaldorf sells the gem in town, and they take the shield to Marlak to see if he can decipher it.

<– Back to sessions 1 & 2

On to session 4 –>

Comments»

1. GNOME - April 7, 2008

HOW IS IT THAT A GROUP OF LEVEL ONE ADVENTURERS WERE ABLE TO TAKE OUT A SPELLCASTER OF AT LEAST 5TH LVL (CLERIC), 7TH LVL (WIZARD), OR 8TH LVL (SORCEROR) THEY WOULD NEED TO BE THSE LEVELS IN ORDERTO CREATE SKELETONS

2. eric22222 - April 7, 2008

Ah, but it was never explicitly stated who had command over the skeletons. I didn’t write this adventure myself (it was published by Wizards of the Coast), but the statistics given place the caster at level 2, if memory serves. And I’m pretty sure he was a wizard, with fairly basic offensive spells. He could not have been the one who animated the skeletons.

I do appreciate you bringing up the point; this was in a book of adventurers that I got with my very first pack of D&D paraphenalia, and I had never considered that the necromancer was not high enough level to create the skeletons. This adventure still has loose ends to tie, so I may be able to bring that up once the party finally catches up with Marlak.


Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s

%d bloggers like this: