Os personagens voltam ao templo de Mystra para investigar, e lá descobrem que os saqueadores do templo deixaram para trás um mapa, este mapa levou até uma dungeon a 15 dias de viagem dali. Outra pista deixada foi o caminho feito pelos bandidos para dentro da floresta.
Brottor, Hogganda e Bago foram atrás da trilha, enquanto Thomas, Naar e Elbor seguiam o mapa.
A trilha do primeiro grupo os levou a um acampamento dos bandidos, alguns poucos estavam alé, guardando a estrada, caso fossem seguidos. Os 3 aventureiros enfrentaram os malfeitores, logo foram derrotados e pistas apontaram que os bandidos tem uma base de operações em algum lugar de Shadwdale.
O caminho até a dungeon foi tranquilo, só sendo tumultuado por grilos rosnantes e uma briga de bar. Quando mais precisavam, BAgo foi transportado para dentro da dungeon, provavelmente uma intervenção de Mystra. A dungeon quase levou a vida dos 4 aventureiros algumas vezes. Depois de enfrentar muitos esqueletos e mortos vivos, e descobrir mais pistas, que também levavam a Shadowdale. Descobriram que o tal item é um orbe.
O grupo conseguiu uma grande vitória, conseguiram muito em ouro e vários itens mágicos:
Um escudo +2
Um arco longo composto +1
dois mantos de proteção +2
gazuas mágicas +30%
Uma espada longa +1
Uma armadura de batalha +1
Um cajado de cura
Um arco curto +1
Infelizmente o ladrão do grupo, Thomas, acabou amaldiçoado por um anel mágico. Todo ouro que ele toca vira terra.
A Dungeon:
The Dark Prison of Ruin
Level 1
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General |
Dungeon Walls | Masonry |
Dungeon Floor | Flagstone |
Temperature | Cool |
Illumination | Dark (individual creatures may carry lights) |
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Corridors |
a | Sleep Gas Trap |
c | Several alcoves are cut into the walls here |
e | Burning torches in iron sconces line the corridor |
i | The walls here are covered with sword cuts |
m | Someone has scrawled "Upon the first day of the reign of Knowledge, when the Silver Fox lies in blood, the Night Walker shall be slain" in draconic script here |
n | The scent of urine fills the corridor |
r | A fountain of water sits in an alcove here |
s | Spiked Pit Trap (10', 2d6 damage) |
u | Someone has scrawled "Look to the ceiling" in goblin runes here |
v | A rustling noise fills the corridor |
w | Withered corpses are nailed to the corridor walls |
x | Skeletons hang from chains and manacles against the walls |
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Wandering
Monsters |
1 | 12 x Giant Rat, searching for an object stolen from their lair |
2 | 1 x Fire Beetle, wandering senselessly |
3 | 12 x Giant Rat, bloodied and fleeing a more powerful enemy |
4 | 2 x Fire Beetle, lost and desperate |
5 | 12 x Dwarf, scavenging for food and treasure |
6 | 15 x Kobold, consumed by disease and madness |
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Room #1 |
West Entry | Stuck Iron Door |
South Entry | Unlocked Stone Door
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Room Features | A tile mosaic of vile acts covers the floor, Several pieces of rotten leather are scattered throughout the room |
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Room #2 |
West Entry | Archway
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South Entry | Unlocked Simple Wooden Door |
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Room Features | A mural of ghoulish carnage covers the ceiling, Someone has scrawled "Beware the shadows" on the north wall |
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Room #3 |
East Entry | Stuck Good Wooden Door |
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Room Features | A shallow pit lies in the west side of the room, Someone has scrawled a demonic face on the east wall |
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Room #4 |
North Entry | Archway |
East Entry | Trapped and Locked Simple Wooden Door (good lock, -10% to open)
Ⓣ Poison Arrow Trap (1d6 damage plus poison; onset 1d4 rounds, save or 10 damage)
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Room Features | Someone has scrawled "Beware the elves" on the east wall, The sound of rushing water fills the room |
Monster | 3 x Fire Beetle |
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Room #5 |
East Entry #1 | Trapped and Locked Iron Door (superior lock, -20% to open)
Ⓣ Teleporter Trap
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East Entry #2 | Stuck Strong Wooden Door |
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Room Features | The floor is covered in perfect hexagonal tiles, Someone has scrawled "Abandon all hope" on the east wall |
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Room #6 |
West Entry | Archway |
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Room Features | A well lies in the south side of the room, A stack of barrels filled with rotting fruit stands against the north wall |
Hidden Treasure | Hidden Unlocked Iron Chest
1000 cp; hoard total 5 gp |
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Room #7 |
North Entry #1 | Trapped and Unlocked Stone Door
Ⓣ Teleporter Trap
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North Entry #2 | Secret Trapped and Locked Simple Wooden Door (common lock)
Ⓢ The door is concealed by an illusion
Ⓣ Blinding Gas Trap
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West Entry | Archway |
East Entry | Wooden Portcullis |
South Entry #1 | Secret Locked Strong Wooden Door (wizard lock)
Ⓢ A bookcase and concealed door pivots smoothly
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South Entry #2 | Wooden Portcullis (stuck) |
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Room Features | Someone has scrawled "emerald, iron, golden, black, golden, jade" in draconic script on the north wall, A pile of trash lies in the north-east corner of the room |
Monster | 2 x NPC and 7 x Henchmen
Graffolk Mythey: Male Half-elf, 1st-level Fighter, CG. Graffolk is thin, with braided blonde hair and green eyes. He wears scale mail and wields a short sword. Graffolk suffers an acute fear of spiders.
Beorhtio: Male Human, 1st-level Thief, NG. Beorhtio has matted brown hair and green eyes, and large ears. He wears leather armor and wields a broad sword and dagger. Beorhtio suffers a severe allergy to horses.
Treasure: Silver ring set with gems (5000 gp); Shield +2 (5000 gp); hoard total 10000 gp |
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Room #8 |
West Entry | Unlocked Good Wooden Door |
East Entry | Archway |
South Entry #1 | Stuck Good Wooden Door |
South Entry #2 | Archway
→ Leads to room #18, inhabited by 5 x Dwarf
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South Entry #3 | Archway |
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Room Features | A balcony hangs from the north wall, A pile of shattered weapons lies in the north-east corner of the room |
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Room #9 |
South Entry | Locked Stone Door (good lock, -10% to open) |
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Room Features | A stone stair ascends towards the south wall, A large kiln and coal bin sit in the north-west corner of the room |
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Room #10 |
North Entry | Unlocked Stone Door
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West Entry | Locked Good Wooden Door (common lock) |
East Entry | Archway
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Room Features | Several square holes are cut into the ceiling and floor, A large kiln and coal bin sit in the north side of the room |
Trap | Poison Arrow Trap (1d6 damage plus poison; onset 1d4 rounds, save or die) |
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Room #11 |
North Entry #1 | Stuck Strong Wooden Door |
North Entry #2 | Unlocked Strong Wooden Door |
West Entry | Archway
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Room Features | A tapestry of arcane patterns hangs from the south wall, An unidentifiable odor fills the west side of the room |
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Room #12 |
North Entry | Stuck Strong Wooden Door |
West Entry | Stuck Stone Door (slides to one side) |
East Entry #1 | Archway |
East Entry #2 | Secret Unlocked Good Wooden Door (slides down)
Ⓢ The door is concealed behind an area of slime
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Room Features | A wooden platform hangs over a deep pit in the south-east corner of the room, A pile of broken arrows lies in the north-east corner of the room |
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Room #13 |
East Entry #1 | Stuck Strong Wooden Door |
East Entry #2 | Secret Stuck Iron Door
Ⓢ The door is located several feet above the floor and concealed behind a tapestry of ancient mythology
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South Entry #1 | Stuck Good Wooden Door |
South Entry #2 | Trapped and Locked Strong Wooden Door (superior lock, -20% to open)
Ⓣ Pendulum Trap (5d6 damage)
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South Entry #3 | Locked Good Wooden Door (superior lock, -20% to open) |
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Room Features | A sloped pit lined with iron spikes lies in the north side of the room, A pile of rotting wood lies in the north side of the room |
Trap | Poison Arrow Trap (1d6 damage plus poison; onset immediate, save or 10 damage) |
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Room #14 |
East Entry | Stuck Stone Door |
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Room Features | The ceiling is covered with crystalline stalactites, Several pieces of blood-soaked clothing are scattered throughout the room |
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Room #15 |
North Entry | Unlocked Strong Wooden Door |
West Entry #1 | Secret Locked Good Wooden Door (common lock)
Ⓢ The door is located near the ceiling and concealed by an illusion
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West Entry #2 | Archway |
South Entry #1 | Secret Locked Simple Wooden Door (common lock)
Ⓢ The door is located near the ceiling and concealed behind a pile of broken stone
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South Entry #2 | Secret Locked Stone Door (good lock, -10% to open)
Ⓢ The door is located several feet above the floor and designed to make noise when opened
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Room Features | Part of the ceiling has collapsed into the room, A wooden ladder rests against the north wall |
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Room #16 |
West Entry | Stuck Good Wooden Door |
East Entry | Unlocked Strong Wooden Door |
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Room Features | Someone has scrawled a drawing of a door on the east wall, An overwhelming stench fills the north-west corner of the room |
Trap | Teleporter Trap |
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Room #17 |
West Entry | Stuck Strong Wooden Door |
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Room Features | The floor is covered in square tiles, alternating white and black, Several pieces of blood-soaked clothing are scattered throughout the room |
Hidden Treasure | Invisible Locked Simple Wooden Chest (superior lock)
250 gp; hoard total 250 gp |
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Room #18 |
North Entry | Archway
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West Entry | Locked Simple Wooden Door (common lock) |
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Room Features | A wooden platform hangs over a deep pit in the west side of the room, The floor is covered with dead insects |
Monster | 5 x Dwarf
Treasure: 1000 cp; hoard total 5 gp |
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Room #19 |
West Entry | Stuck Stone Door |
South Entry | Wooden Portcullis |
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Room Features | Part of the east wall has collapsed into the room, The sound of chimes fills the room |
Trap | Poison Gas Trap (onset 1d4 rounds, save or 60 damage) |
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Room #20 |
East Entry | Archway
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Room Features | Laughter can be faintly heard near the west wall, Several pieces of trash are scattered throughout the room |
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