Tuesday, December 27, 2022

Dwarrowdeep #11


In the month of Guardian, after the spring equinox, more migrants arrived from Orzammar, drawn by news of the thaig's success. Among them was Dave, formerly a petty thief in Dust Town, who now joined our heroes on their venture (see PC profiles here).

The latest venture took Bertil, Boggart, Dave, and Zunn back to the Foundry district, where scouts have found what they believed to be the resting place of King Khertil, who had the title of Paragon, but was more commonly called 'the Paranoid' behind his back. Records recovered from the halls had indicated that the king was a skilled craftsman and inventor, but in his later years had become paranoid and fearful of his tomb being plundered. As such, he gave orders for him and his family to be buried in a tomb protected by various traps - unfortunately, the records did not speak of what these traps were, or how they might be overcomed. The scouts had reported pooling of water outside the door of the tomb, and fearing that the water may damage the treasures within, Lord Khundra had ordered our heroes to enter the tomb and recover the famed weapon and armour of King Khertil.

The party was able to find the stone doors of the tomb following the directions given by the scouts, but when they arrived they could not find a means to open the door. While the party searched the surrounding areas for a means to open the doors, they were attacked by darkspawn, which they repelled. Finally, Zunn was able to unlock the doors by means of a magnet he had found in a forge in an earlier venture, and the party entered the tomb before more darkspawn arrived.

Inside, the party found themselves in a large hall, in the middle of which stood a statue of King Khertil. The King wore armour, but his hands were empty. Behind the statue were a set of double doors that were locked. On the left and right were corridors that led deeper into the tomb complex.

Our heroes examined the statue, and found that the arms of the statue pivoted at the shoulder joints. The hands were made open, as if to receive a weapon and a shield. Surmising that the proper item had to be placed in the hands to open the doors, our heroes proceeded down the passage to the right to see if they might find the items.

The corridor led to an antechamber, in which the party found jars of sweet-smelling oils upon stone benches. Proceeding to the room beyond they found themselves in another hall, this one containing several sarcophagi. on the wall above one ornate sarcophagus they saw a golden shield. The inscriptions upon the sarcophagus indicated that the sarcophagus held the remains of Khertil's queen.

When our heroes lifted the shield from the bracket that held it, there was a grinding sound as the door to the hall became locked, and the ceiling began to descend. Our heroes desperately sought a means to stop the lowering ceiling, but to no avail. Finally, Dave the dwarf threw off the lid to one of the sarcophagi, and leapt inside. The others quickly followed his example. The ceiling continued to descend, but as they came to the level of the sarcophagi, the stone blocks that made up the ceiling directly above the sarcophagi separated and stopped short of the sarcophagi, while the other parts went past the sarcophagi and crushed the lids that our heroes had thrown off. After a few minutes, the ceiling began to lift, and our heroes quickly made their escape.

They returned to the first hall, and took the passage to the left. The corridor led to a small chamber, which was bare except for a pedestal, upon which stood a stone bowl. An inscription on the pedestal read: Those who are loyal to the king will drink to his honour.

Zunn, ever confident, filled the bowl with wine he had brought, lifted it, and drank, but nothing happened. When he returned the bowl to the pedestal, however, it began to fill with mead. Zunn once more lifted the bowl, and drank the mead. As he once more returned the bowl to its place, he saw the outline of a door on the wall to his left - it was a hidden door.

Passing through the secret door, our heroes came upon a set of stone doors that opened into a mead hall with a stone throne at the far end. Upon the seat of the throne was a magnificent golden axe. Wary once more of traps, our heroes tied a rope around the shaft of the axe, exited the room, and then tried to drag it out. But the door slammed shut, breaking the rope, and the sound of stone shifting could be heard behind the doors. When the sound stopped and the doors could be open again, our heroes found the axe once more upon the throne, with the rope still tied to the shaft.

Our heroes reattached the rope, and this time they jammed the stone doors with a spear that Zunn had with him. Once more they dragged the axe off the throne, and once more the doors tried to close by themselves, but were prevented from doing so by the spear. As the axe clattered along the stone floor, the stones on the walls on the sides peeled off and took the forms of warriors, who moved to grab the axe. But our heroes were faster, and just as the axe cleared the threshold of the hall, the spear broke and the doors closed before the guardians.

Returning tot he first hall, our heroes placed the axe and shield in the hands of the statue. The arms of the statue shifted to the weight of the axe and shield, and when they had settled a click was heard, and the doors behind the statue were unlocked.

Passing through the doors, our heroes found themselves in a cavern divided by a chasm 40 feet wide, A narrow stone bridge with no parapet spanned the chasm.

Wary of more traps, but unable to discern any, the party decided that Boggart would tie a rope around his waist and try to dash across the bridge. As he did so, he found that the bridge rotated upon itself, and he was thrown off, and would have fallen to his death if not for the rope he tied around himself.

Now aware of the danger, Boggart was able to make his way across the bridge more slowly, and tie the rope to the other end, which the rest of the party then used to keep their balance as they also crossed over.

Beyond the bridge our party came upon another set of doors. Wary of more traps, Bertil remained behind as the others opened the doors and entered the burial chamber of King Khertil. A pair of large cisterns in the form of stone urns stood on either side of the door. In the far end of the chamber was a platform that rose six feet above the floor, and upon the platform laid a sarcophagus and two stone chests.

As our heroes crossed the chamber to climb onto the platform, Boggart noticed the presence of what he thought was fine sand on the floor.

The party opened one of the treasure chest, and found within it various trinkets and devices, the purpose of which were not immediately obvious. Simultaneously, the doors to the chamber slammed shut, and our heroes heard a gurgling sound as water began to overflow from the cistern onto the floor.

As the water level began to rise our heroes sought to find a means to stop the water flowing, including opening the king's sarcophagus, but found nothing besides his remains, clad in golden armour. Outside, Bertil likewise could find no means to open the doors. In panic, Dave the dwarf jumped off the platform onto the floor, hoping to reach the doors, but found his soles stuck to the ground, and had to be pulled to safety by the others. The water continued to rise, but mercifully when it reached the level of the platform it began to recede.

When the water had ebbed, the doors unlocked, and our heroes made their way back with their packs laden with the treasures they have recovered.

Prepping and Running the Game

This adventure was based loosely on another one of Nerzugal's scenarios. As there was no Warrior PCs in the session, I thought a trap-based, Indiana Jones style dungeon was a suitable challenge to my players.

Once again I prepped for the session on the day itself, and I used an older edition of Tome of Adventure Design to design the traps, adapting them to the features in the maps which I use.

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