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slydingdoor
Oct 26, 2010

Are you in or are you out?
The Altar of Glory

The ghosts dissipate, leaving nothing behind. Ellie and Farrag recall something new about the opened sarcophagus.

quote:

The characters can earn Bahamut's favor and purge the corrupting influence by returning the skull and then targeting the sarcophagus with a divine healing or radiant power. A successful DC 16 Religion check reveals this information.

Purging the corruption cancels any penalty from disturbing a closed sarcophagus. In addition, the character gains a fire breath weapon power (usable once) equivalent to that of dragonborn of the same level. A dragonborn character who earns this boon instead gains a +2 bonus to attack rolls and deals 1d6 extra damage with his or her next two uses of dragon breath.

There are two ways to proceed: north or east. The exit to the Temple is behind you, to the southwest.

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slydingdoor
Oct 26, 2010

Are you in or are you out?
You head north.

Rewards posted:

330 XP
830/3000 to next level
The Font of Divine Health

Two ornately carved sarcophagi occupy one side of this room. Past them, you can just see a font jutting from the opposite wall, bubbling with clean, clear water.

With a clattering of bones, skeletons attack!

quote:

2 Blazing Skeletons (B) Level 5 Artillery
Medium natural animate (undead) XP 200 each
HP 53; Bloodied 26 Initiative +6
AC 19, Fortitude 15, Reflex 18, Will 16 Perception +4
Speed 6 Darkvision
Immune disease, poison; Resist 10 fire, 10 necrotic; Vulnerable 5
radiant
TRAITS
0 Fiery Aura (fire) + Aura 1
Any creature that ends its turn in the aura takes 5 fire damage.
STANDARD ACTIONS
CD Blazing Claw (fire) + At-Will
Attack: Melee 1 (one creature);+10 vs. AC
Hit: 1d6 + 3 damage, and ongoing 5 fire damage (save ends).
' @ Flame Orb (fire)+ At-Will
Attack: Ranged 10 (one creature);+10 vs. Reflex
Hit: 2d4 + 4 damage, and ongoing 5 fire damage (save ends).
. Str 13 (+3) Dex 18 (+6) Wis 15 (+4)
Con 17 (+5) lnt 4 (-_1) Cha 6 (+0)
Alignment unaligned languages-

2 Skeletal Tomb Guardians (G) Level 10 Brute
Medium natural animate (undead) XP 500 each
HP 126; Bloodied 63 Initiative +10
AC 23, Fortitude 22, Reflex 23, Will20 Perception +12
Speed 8 Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
STANDARD ACTIONS
CD Twin Scimitars (weapon)+ At-Will
Attack: Melee 1 (one creature);+15 vs. AC. The guardian makes
the attack twice against the same target.
Hit: 1d8 + 2 damage, or 1d8 + 10 on a critical hit.
+Cascade of Steel + At-Will
Effect: The guardian uses twin scimitars twice.
TRIGGERED ACTIONS
· + Sudden Strike + At-Will
Triaaer: An enemy adjacent to the guardian shifts.
Effect (Immediate Interrupt): The guardian uses twin scimitars
against the triggering enemy.
· str18(+9) Dex20(+10)
Con 16 (+8) lnt 3 (+!)
Alignment unaligned
Equipment 4 scimitars
languagesWis 14(+7)
Cha 3 (+1)

4 Skeletal Legionaries (L) Level 7 Minion Soldier
Medium natural animate (undead) XP 75 each
HP 1; a missed attack never damages a minion.
AC 23, Fortitude 20, Reflex 20, Will18
Speed 5
Immune disease, poison; Resist 10 necrotic
STANDARD AcTioNs
CD longsword (weapon) + At-Will
Attack: Melee 1 (one creature); +12 vs. AC
Hit: 7 damage.
Initiative +9
Perception +5
Darkvision
Effect: The legionary marks the target until the end of the legionary's next turn.
@javelin 1weapon) + At-Will
Attack: Ranged 20 (one creature);+12 vs. AC
Hit: 7 damage.
Effect: The legionary marks the target until the end of the legionary's next turn.
Str 18 (+7)
Con 16 (+6)
Dex 19 (+7)
lnt 3 (-1)
Alignment unaligned languages -
Wis 14(+5)
Cha3(-1)
Equipment scale armor, heavy shield, longsword, 3 javelinsFeatures of the Area

Illumination: Darkness cloaks the chamber.
Closed Sarcophagi: These two heavy stone sarcophagi
grant partial cover. Both are decorated with elaborate
carvings venerating Bahamut. Errin of Moonstair lies to
the south while Dorgia Vann lies to the north.

Opening a sarcophagus requires a DC 16 Strength
check.

Font: Fresh, pure water yet flows from a spring deep
below the abbey. Any character who drinks from the font
(a minor action) regains hit points as ifhe or she had spent
a healing surge. In addition, the character gains resist 5
necrotic until the effect has blocked 20 necrotic damage
or until he or she leaves the catacombs. Each character can
gain the font's benefits only once per day.

The font's holiness is inimical to the taint of evil in the
crypts. If a skeleton starts its turn adjacent to the font, the
water bursts forth and drenches the creature, dealing 10
radiant damage to it.

Mosaic: Stunningly detailed, but dusty and chipped,
this mosaic depicts the dragon-head holy symbol of
Bahamut. It was once richly colored, but the luster ofthe
tiles has faded as a result ofVadin Cartwright's actions in
the catacombs.

The mosaic still holds a fragment of its patron's divine
power, however. Good or lawful good characters standing
on a square ofthe mosaic gain a +1 bonus to attack rolls.

slydingdoor
Oct 26, 2010

Are you in or are you out?

Rewards posted:

340 XP
1170/3000 to next level
When the last skeleton is destroyed the Mosaic repairs itself with flashes of bright light and small motes of fire burning away its cracks until it is in pristine condition. At that moment you all regain HP as if you spent a healing surge.

You all may drink from the holy font to heal as if you spent a healing surge and gain resist 5 necrotic until the end of a long rest or resisting a total of 20 necrotic damage. You can come back to this later if you don't want to overheal.

A cursory search reveals a hidden door leading due east! That makes 3 directions to go: Due east, due east secret door, and southeast. What do you do?

Mustache Ride
Sep 11, 2001




Terranibal

"Hah! A secret door. Let's go that way."

Healing until full

Look Around You
Jan 19, 2009


Ellie

"I agree, we should go through the secret door."

[Ellie took no damage (i think?) so is not overhealing]

Look Around You fucked around with this message at 00:01 on Apr 29, 2017

slydingdoor
Oct 26, 2010

Are you in or are you out?
The Secret Shrine

A striking mosaic depicting Bahamut as a dracolich covers the north wall, its colors still stark despite the passage of years. Each of the other three walls holds a door like the one you came in, presumably hidden on the other side. Three sets of gleaming plate mail lie sprawled on the floor, each containing a set of bleached bones. Swords lie beside the skeletons, still sheathed and attached to half-rotted leather belts.

In the midst of a small pile of bones that must have once been a hand, one of you sees a glint of yellow.

Spoils posted:

Three topazes (500 gp each)
Total Spoils:
1170/3000 XP
3700 GP
Any character who spends a short rest in this chamber gains 5 temporary hit points at the end of the rest. Each adventurer can gain this benefit once per day. the chamber is also a safe place for an extended rest, since the denizens of the catacombs have not discovered the secret doors leading in.

TheArchimage
Dec 17, 2008

Farrag

"I think we can do a little more before calling it a day. It'll sure be handy not having to go all the way back to Winterhaven every time we get tired. Let's keep goin'." He indicated the hallway to the east as a potential next step, but as long as the group was moving to new areas it was clear he cared little for the direction.

Taking the free heals to get me to full.

Look Around You
Jan 19, 2009

TheArchimage posted:


Farrag

"I think we can do a little more before calling it a day. It'll sure be handy not having to go all the way back to Winterhaven every time we get tired. Let's keep goin'." He indicated the hallway to the east as a potential next step, but as long as the group was moving to new areas it was clear he cared little for the direction.

Taking the free heals to get me to full.

"I agree, we can always fall back to here if necessary further on today," Ellie says. "As for the direction... it matters not at this point I believe. I wish we had a map..."

slydingdoor
Oct 26, 2010

Are you in or are you out?


Unexplored doors are yellow, you are currently in room A.

Mustache Ride
Sep 11, 2001




Terranibal

"Let's go south, there's still plenty of rooms we passed by, and I'd like to be sure we're not leaving any potential bad guys free to roam around."

slydingdoor
Oct 26, 2010

Are you in or are you out?
You head south into a pitch black room.

The Memorial Chamber

A thick coating of moss coats four sarcophagi in this chamber. A mass of thick, fibrous roots hangs down from a ceiling rife with wide cracks. Rainwater follows the roots through, making the air humid and the floor slick. The far wall seems to be covered with an elaborate mosaic, but it's hard to determine the subject through the slick green growth that covers it. Short passageways on either side of the mosaic lead to another chamber set with shadowed alcoves.

quote:

Flameskull (F) Level 8 Artillery
Tiny natural animate (undead) XP 350
HP 70; Bloodied 35
AC 21, Fortitude 18, Reflex 23, Will21
Speed fly 10 (hover)
Initiative +7
Perception +11
Immune disease, poison; Resist 10 fire, 5 necrotic; Vulnerable 5
radiant
TRAITS
Regeneration
The flameskull regains 5 hit points whenever it starts its turn
and has at least 1 hit point. Whenever the flameskull takes radiant damage, its regeneration does not function on its next turn.
Illumination
The flameskull sheds bright light out to 5 squares, but it can
reduce its brightness to dim light out to 2 squares as a free action.
STANDARD ACTIONS
CD Fiery Bite (fire)+ At-Will
Attack: Melee 0 (one creature}; +15 vs. AC
Hit: 1d8 + 1 fire damage.
,:t Flame Ray (fire)+ At-Will
Attack: Ranged 10 (one creature);+15 vs. Reflex
Hit: 2d8 + 6 fire damage.
~Z. Fireball (fire)-+ Encounter
Attack: Area burst 3 within 20 (creatures in the burst);+13 vs.
Reflex. The flameskull can exclude two allies from the area.
Hit: 3d8 + 8 fire damage.
Miss: Half damage.
MINOR ACTIONS
Mage Hand +At-Will
Effect: As the wizard power mage hand (FL 202).
Skills Stealth +12
Str5(+1)
. Con 16 (+7)
Dex 16 (+7)
lnt 22 (+10)
Wis 14(+6)
Cha 20 (+9)
Alignment unaligned Languages Common, one other

2 Shambling Mummies (M) Level 8 Brute
Medium natural humanoid (undead) XP 350 each
HP 104; Bloodied 52
AC 20, Fortitude 22, Reflex 17, Will 21
Speed 4
Immune disease; Resist 10 necrotic, 10 poison
TRAITS
Flammable Corpus
Initiative +3
Perception +5
Darkvision
Whenever the mummy takes fire damage, it also takes ongoing
5 fire damage (save ends).
STANDARD ACTIONS
CD Rotting Grasp (necrotic) + At-Will
Attack: Melee 1 (one creature); +11 vs. Fortitude
Hit: 2d8 + 8 necrotic damage, and the target can't regain hit
points until the end of the mummy's next turn.
MINOR ACTIONS
Warding Curse (necrotic} + A~Will
Effect: Ranged 10 (one creature). The target takes 5 necrotic
damage whenever it attacks until the mummy uses this power
again or until the end of the encounter.
Str 19 (+8} Dex 8 (+3)
Con 14 (+6) tnt 6 (+2}
Wis 12 (+5)
Cha 17 (+7)
Alignment unaligned Languages Common

2 Rot Scarab Swarms (S) Level 8 Soldier
Medium shadow beast (swarm) XP 350 each
HP 88; Bloodied 44 Initiative +9
AC 24, Fortitude 21, Reflex 21, Will19 Perception +7
Resist half damage from melee and ranged attacks; Vulnerable 10
to close and area attacks
8, climb 8
Swarm Attack (necrotic) +Aura 1
Any enemy that ends its turn in the aura takes 10 necrotic
damage.
STANDARD AcTIONS
CD Swarm of Mandibles (necrotic) + At-Will
. Attack: Melee 1 (one creature); +11 vs. Reflex
Hit: 1d8 + 5 necrotic damage, and ongoing 5 necrotic damage
(save ends).
Str 20 (+9)
Con 16 (+7)
Alignment unaligned
Dex 16 (+7)
lnt1(-1)
Wis 16 (+7)
Cha 11 (+4)
languages –


Features of the Area posted:

Illumination: Darkness cloaks the chamber.

Ceiling: Cracks run through the ceiling, which is 20 feet high. Water drips through these cracks and masses of roots hang down into the chamber. Any character who succeeds on a DC 11 Dungeoneering check realizes that tugging on the roots could collapse part of the ceiling.

Alcoves: Each alcove memorializes the names of knights slain on the abbey's four crusades. See "Memorial Chamber" on page 16 of Book 1 for more information.

Closed Sarcophagi: These heavy stone sarcophagi grant partial cover. All are decorated with elaborate carvings venerating Bahamut. Each sarcophagus contained the remains of one of the abbey's greatest champions, and each bears the name of the individual interred within. However, the carvings are so old and worn as to be unreadable.

Mosaic: The mosaic covers all four walls of the rectangular block toward the east of the chamber. Characters who clear away the moss and algae have an opportvnity to learn more of the abbey's history. See page 16 of Book 1 for more information.

Open Sarcophagus: The lid has been pried of fthis sarcophagus, revealing a shattered skeleton lying amid moldering burial garments. The corruption infesting the abbey has infected the remains within. Any character who ends his or her turn within 2 squares of the open sarcophagus takes 5 necrotic damage. The characters can earn Bahamut's favor and purge the corrupting influence by targeting the sarcophagus with a divine healing or radiant power. A successful DC 16 Religion check reveals this information. Purging the corruption cancels any penalty from disturbing a closed sarcophagus. In addition, the character gains a fire breath weapon power (usable once) equivalent to that of dragonborn of the same level. A dragonborn character who earns this boon instead gains a +2 bonus to attack rolls and deals 1d6 extra damage with his or her next two uses of dragon breath.

Puddles: In several places the old floor has sagged and the water dripping down from above has formed fetid, muddy puddles (difficult terrain).

Roots: Thick, fibrous roots hang down to a height of 6 feet above the floor throughout the room. A character can pull on the roots in a square by making a DC 16 Strength check. With a successful check, the ceiling collapses above 1 square adjacent to that of the character. Any creature in that square takes 2d8 + 6 damage and is immobilized (save ends). The fallen rubble creates difficult terrain that lasts until the end of the encounter.

Slick Floor: Water dripping through the ceiling has slicked the floor. Any creature using a push, pull, or slide effect can choose to move the target 1 additiona! square.

Look Around You
Jan 19, 2009

[bump]

slydingdoor
Oct 26, 2010

Are you in or are you out?
Total Spoils
1520/3000 XP
3700 GP

Ellie, you are able to identify a mosaic running around all four walls of the inner rectangle in this chapter depicting scenes and moments of heroism from the campaigns of the knights of Bahamut. Four of the greatest knights in the abbey's history are interred in this room's sarcophagi-one from each of the order's four great crusades. In the alcoves behind the mosaic are carved the names of knights lost on each: the Crusade of Conquest, the Stonemarch Crusade, the Serpent Crusade, and the War of the Infernal Bastion.

The Crusade of Conquest: The knights of Gardmore Abbey, led by Gardrin the Hammer, were among the first soldiers of Nerath to reach the Nentir Vale and begin settling it. They fought orcs, lizardfolk, and the minotaur remnants of Saruun Khel, killing thousands of the monsters before establishing the abbey as a safe bastion in the north . This campaign is believed to have paved the way for the settlement of the Nentir Vale.

Stonemarch Crusade: A few decades after the founding of the abbey, the orcs of the Stonemarch became a significant threat. After the orcs launched several attacks on the abbey, the knights ventured into the Stonemarch to wipe them out and put an end to the raids. It took a full century for the orcs to recover from the losses they suffered.

Serpent Crusade: When a temple dedicated to Zehir arose in the depths of the Witchlight Fens, the problem quickly warranted the abbey's attention. The knights suffered devastating losses in this campaign, primarily because the cult of Zehir was so adept at recruiting converts to their faith from within the ranks of the knights, creating highly effective spies.

War of the Infernal Bastion: The greatest threat to the empire of Nerath before its eventual downfall was the hobgoblin warlord Hur-Tharak, the greatest in a long line of goblin leaders to arise in the southern lands. Aided by devils and powerful priests of Asmodeus, Hur-Tharak gained a strong foothold in the empire's southern lands, in the region called the Dragondown Coast. When Nerath launched a counterassault to take back those lands and sack the warlord's Infernal Bastion, the knights of Gardmore Abbey marched alongside other paladins and armies in what is heralded as one of Nerath's most glorious moments of unity and victory.

Farrag you find a slightly raised stone in the floor at the base of the eastern wall is the trigger for a secret door. Pushing it down causes the door to swing inward and remain open for 1 minute before closing. A similar mechanism exists in the chamber beyond.

Forbidden Tomb

This low, narrow hall seems to repel your light, and deep shadows clot in the recesses of the shelves that line the walls. One stone sarcophagus stands in the center of the room, its lid open a crack. The lid bears the carved image of a female human clad in plate mail. She holds a long bastard sword atop her body, her gauntleted hands crossed over its pommel. Her name is engraved near her head on the stone lid: Zarel Gardrinsdaughter.


Yellow doors haven't been opened.

slydingdoor
Oct 26, 2010

Are you in or are you out?
The Great Hall

Your footsteps echo throughout this enormous chamber, a mansion for the dead knights of the abbey. From where you stand, you can see at least half a dozen stone sarcophagi arrayed around the shadow-draped chamber, and more probably stand in the darkness deeper inside. A strange reddish glow tinges the shadows, apparently emanating from something near the wall to your right, and in it you can see several dark figures moving stealthily toward you.

(Perception DC 18) Farrag, you count five quiet humanoid creatures and hear the rattle of chainmail from the rear of the hall. Something heavy drags across the floor nearby but out of sight.

Before you can react the Elder Vampire Spawn set upon you, clawing and hissing. They grab Rehgdar, Farrag, and Claudiu and prepare to bite. Ellie, the cards from your incomplete Deck of Many Things lie dormant. An older, more powerful Deckholder is near and their cards are the only ones in play for now...

quote:

Vadin Cartwright (V) Level10 Elite Soldier (Leader)
Medium natural humanoid, human XP 1,000
HP 212; Bloodied 106
AC 26 , Fortitude 23 , Reflex 21, Will22
Speed 5
Saving Throws +2 ; Action Points 1
TRAITS
0 Maddening Barrage (psychic) + Aura 1
Initiative +9
Perception + 14
Enemies take a -2 penalty to all defenses while in the aura. Any
enemy marked by Vadin takes 10 psychic damage if it leaves the
aura.
STANDARD ACTIONS
CD Vicious Mace ( weapon)+ At-Will
Attack: Melee 1 (one or two creatures); + 15 vs. AC
Hit: 2d8 + 9 damage, or 25 + 2d12 damage on a critical hit.
Effect: Vadin marks the target until the end of his next turn.
(-+Howl of Madness (psychic) + Encounter
Attack: Close burst 3 (enemies in the burst); +13 vs . Will
Hit: 1d8 + 8 psychic damage, and the target is stunned (save
ends).
TRIGGERED ACTIONS
f Crazed Retribution (psychic) + At-Will
Trigger: An enemy within 5 squares of Vadin bloodies an ally.
Attack (Immediate Reaction): Close burst 5 (triggering enemy in
the burst); +13 vs. Will
Hit: 1d8 + 8 psychic damage.
Bound to the Deck + 3/ Encounter
Trigger: Vadin rolls initiative or his hit point total first drops to
141 or 70.
Effect (No Action): Vadin draws a new card from among the cards
in his possession and immediately uses the power associated
with that card.
Str 22 (+11)
Con 18 (+9)
Dex 14 (+7)
lnt 16 (+6)
Wis 19 (+ 9)
Cha 16 (+6)
Alignment chaotic evil languages Common
Equipment chainmail, +2 vicious mace, holy symbol of Tharizdun

Venom-Eye Basilisk (B) Level10 Artillery
Large natural beast (reptile) XP 500
HP 87; Bloodied 43
AC 24 , Fortitude 23, Reflex 20, Will 22
Speed 6
Resist 5 poison
Initiative +6
Perception + 11
STANDARD ACTIONS
CD Bite + At-Will
Attack: Melee 1 (one creature); + 15 vs. AC
Hit: 2d6 + 8 damage.
~ Z . Venomous Gaze (poison) + At-Will
Attack: Area burst 1 within 10 (creatures in the burst); + 15 vs. Fortitude
Hit: 2d8 + 5 poison damage, and ongoing 5 poison damage (save
ends). While the target is taking ongoing poison damage from
this attack, the target deals 2 poison damage to each creature
adjacent to it at the start of each of its turns.
Effect: The target takes a -2 penalty to attack rolls until the end
of the basilisk's next turn.
Skills Stealth + 11
Str 19 (+9)
Con 21 (+10)
Alignment unaligned
Dex 12 (+6)
lnt 2 (+1)
languages -
Wis 13 (+6)
Cha 8 (+4)

Snaketongue Vampire (S) Level10 Controller
Medium natural humanoid (undead) XP 500
HP 98; Bloodied 49 Initiative +9
AC 24, Fortitude 20 , Reflex 22, Will24 Perception +12
Speed 7, climb 4 (spider climb) Darkvision
Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant
TRAITS
Burned by Sunlight (radiant)
Whenever the vampire starts its turn in direct sunlight, it takes
5 radiant damage.
STANDARD ACTIONS
CD Claw -+ At-Will
Attack: Melee 1 (one creature); + 15 vs. AC
Hit: 4d6 + 4 damage.
Effect: The vampire slides the target up to 3 squares.
f Bite (healing, poison) -+ At-Will
Attack: Melee 1 (one dazed, dominated, stunned, or unconscious
creature); + 15 vs. AC
Hit: 2d10 + 5 damage and ongoing 10 poison damage (save
ends), and the vampire regains 15 hit points.
::r Serpent's Charm (charm, psychic)-+ At-Will
Attack: Ranged 5 (one creature); + 13 vs. Will
Hit: 3d6 + 4 psychic damage, and the target is dazed until the
end of its next turn.
Effect: The vampire pulls the target up to 3 squares.
TRIGGERED ACTIONS
Slither Away (polymorph) -+ Encounter
Trigger: The vampire takes damage while bloodied.
Effect (Immediate Interrupt): The vampire gains a +5 bonus to all
defenses and a + 2 bonus to speed until the end of the encoun-
ter or until it attacks.
Skills Acrobatics+ 14, Athletics +13, Bluff+ 16, Insight+ 12,
Stealth +14
Dex 18 (+9)
lnt 12 (+6)
Wis 15 (+7)
Cha 22 (+11)
Str 17 (+8)
Con 10 (+5)
Alignment evil languages Common, Draconic

5 Elder Vampire Spawn (E) Level10 Minion Soldier
Medium natural humanoid (undead) XP 125 each
HP 1; a missed attack never damages a minion.
AC 26, Fortitude 23, Reflex 22, Will 20
Speed 7, climb 4 (spider climb)
Immune disease, poison; Resist 10 necrotic
TRAITS
Destroyed by Sunlight
Initiative + 11
Perception + 12
Darkvision
Whenever the vampire starts its turn in direct sunlight, it can
take only a single move action during its turn. If it ends that turn
in direct sunlight, it turns to ash and is destroyed.
STANDARD ACTIONS
CD Claw-+ At-Will
Attack: Melee 1 (one creature); + 15 vs. AC
Hit: 8 damage, and the vampire grabs the target (escape DC 18)
if it does not have a creature grabbed.
f Bite-+ At-Will
Attack: Melee 1 (one creature grabbed by the vampire);+ 15 vs.
AC. If the target is dazed, the attack hits automatically.
Hit: 10 damage, and the target is dazed until the grab ends.
Str 11 (+10) Dex 19 (+9) Wis 15 (+7)
Con 18 (+9) lnt 9 (+4) Cha 12 (+6)
Alignment evil languages Common

Features of the Area posted:

Illumination: The reddish glow of the Voidharrow
bathes the room in dim light.
Closed Sarcophagi: These heavy stone sarcophagi
grant partial cover. Each is decorated with elaborate carv-
ings venerating Bahamut and contained the remains of
a leader of the abbey. Gardrin the Hammer, founder of
the abbey, rests in the far northwest corner. Opening a
sarcophagus incurs the ire of Bahamut; see the "Closed
Sarcophagi" sidebar in encounter 24.
Statue: A statue of Bahamut, depicted as a human knight
in plate armor, stands near Gardrin's sarcophagus. Any
adventurer adjacent to the statue gains a+ 1 bonus to attack
rolls, and his or her radiant attacks deal 5 extra damage.

The Voidharrow
An altar to Bahamut set in the east wall is now home to
the Voidharrow. Pooled around the feet of the platinum
dragon icon on the altar, this strange substance catches
light like crystal but flows like viscous liquid. It is pale red,
with streaks of silver and flecks of gold.
If a character touches the Voidharrow, the substance
moves to cover the character 's skin and seep into the flesh.
If the affected character takes radiant damage, the Void-
harrow withdraws immediately. A successful DC 25 Heal
check also removes the Voidharrow. Otherwise , the char-
acter must attempt a saving throw every round, whether or
not he or she has previously saved. A character who fails
three saving throws contracts the Abyssal plague disease.

slydingdoor fucked around with this message at 19:20 on Jul 11, 2017

slydingdoor
Oct 26, 2010

Are you in or are you out?
You all cover your escape with magic and mayhem and return to the village to restock.

Winterhaven


Two people offer you quests.

Tower of the Archmage
Minor Quest, Level 8
Valthrun the Prescient is a sage and scholar whose tower stands in the center of Winterhaven. He asks you to investigate an area further.
"Lord Padraig tells me that you found some kind of mystic tower in the village connected to the abbey. I wonder if you'd do me a favor. If you find yourself inside that tower, keep your eyes peeled for a tome bound in white dragon scales. It's called the Winterbole Codex, and I'd sure like a look inside its pages before 1 die."
Objective: Find the Winterbole Codex and bring it to
Valthrun the Prescient in Winterhaven.

Ancient Heirlooms
Major Quest, Level 8
Alira Vond, a merchant from the distant south, presents her mission.
"As you probably know, the knights who built Gardmore Abbey were overzealous crusaders who killed innocents and plundered sacred sites for treasure. Don't get me wrong–they started off as well-meaning champions of truth and justice, but the more powerful they became, the more weedy and corrupt they grew. Believe me, my ancestors witnessed their rapacious ways firsthand. Now I just want to recover the items they stole from our lands–two in particular. One is a silver dagger with a large amethyst, deep purple in color, set in the pommel. The other is a sort of rod or scepter crafted of adamantine. Bring these items to me, and I'll pay you well."
Objective: Find the amethyst dagger and the adamantine rod and return them to Alira Vond.

What do you do? Then, where do you wish to go when you return to Gardmore Abbey?

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Mustache Ride
Sep 11, 2001




Terranibal

"Well, we ran away from the Vampire like a coward. Lets get some stakes, some garlic, and some healing potions and get back in there. I want another crack at him." Terranibal pounds his shield as they approach the town.

  • Locked thread