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10:44, 28th April 2024 (GMT+0)

Chapter 02b: Ascension of Heroes.

Posted by NarratorFor group 0
Narrator
player, 162 posts
The Voice
Helping plots along
Sat 5 Feb 2011
at 05:35
  • msg #1

Chapter 02b: Ascension of Heroes

Place holder. Reminder that RPOL rules kinda demand we do this.
Mittens
GM, 619 posts
Shifter
change job kupopopo!
Tue 8 Feb 2011
at 04:42
  • msg #2

Re: Chapter 02b: Ascension of Heroes

"'You're here for two reasons,'" Mittens answers Matt, trying to impersonate a somber man, "'The first is because you ventured into the Depths.  I hear you did so to help the locals with a kruthik infestation, which means you're brave.  The fact that you're sitting in front of me means you're capable.'"

She shrugs her shoulders.

"I don't pretend to know how these things work.  I just know that what I see tends to wind up happening.  It'd be just as confusing for me if someone were to stab me and it didn't hurt."

Adam offers no retort and simply follows along.

Time skip!

The kruthik hive is in and around the tomb of an ancient
Dhakaani warlord. The PCs discover the excavated tunnel
to the tomb after a short time searching the area noted on
Olaakki's map.

Ashurta's tomb has a few features common throughout the
complex, except where otherwise noted in an encounter
description.
Carved Walls: The makers of this place carved the
walls with geometric patters and stylized scenes common
to Dhakaani tombs (History DC 10). As you like, embellish
descriptions by mentioning carvings.
Dread: A nameless fear hangs over the tomb, and its
shadows reach in unnatural ways. It has a minor connection
to the Shadowfell (Arcana DC 15).
Heat: Many of the rooms in this place are either hot,
or show signs of otherwise pervading heat. Geothermal
energy from the lake of fire under Sham powers some of
the tomb's functions, making what should be a cool underground
area much warmer (Dungeoneering DC 10).
Iron Doors: Rusty iron doors placed throughout the
tomb are unlocked unless otherwise noted.
Kruthik Tunnels: Except where they widen as shown
on the map, the hive tunnels throughout the tomb are
narrow. A Medium creature must squeeze, and a Small
creature must move through them at half speed. Kruthiks
ignore these restrictions.
Magic Lights: White motes of magic light illuminate
some of the tomb's rooms and passages. These lights
are remnants of more elaborate magical effects that
enchanted the tomb ages ago. They are not corporeal and
cannot be attacked or otherwise affected.
Stairs: Stairs in the passages are difficult terrain.

The entry to Ashurta's Tomb is currently deserted. The
kruthiks within the area don't emerge until after the characters
have entered the area (see Tactics), so they don't
appear on the tactical map.
As the PCs travel the initial passage, read:
The rough-hewn walls and ceiling of the wide tunnel give way
to a paved floor ahead. Dim white light washes the passage in
a pale glow; the light is brighter in the worked chamber farther
on. The faint smell of sharp vinegar exudes from kruthik corpses
that lay about the floor. Dark smears and spent black arrows tell
of a nasty battle that occurred here recently. Those who fought
the kruthiks are nowhere to be seen.
Nature Check
DC 10: The ammunition strewn about on the floor here is
clearlygoblin-made.
Perception Check
DC 9: From somewhere in the distance, a grinding sound of
stone on stone can be heard.
DC 10: Humanoid corpses were dragged from the passage
into the tunnel to the south of this area.
DC 15: About a dozen kruthiks fought about half that
number of Small and Medium humanoids here.
As the PCs enter the chamber, read:
White motes oflight hover in the corner alcoves of this worked
chamber, which appears to be the entry to an old tomb. In its
center is a pile of blackened skulls, held in place by a low, runescribed
iron barrier. A tattered red banner hangs from a shining
steel shaft that rises from the west side of the barrier. On the
western wall, the doors of the tomb's original entrance have given
way to encroaching earth-part of a dark iron door lies near a
pile of rock, and another part is half-buried in that pile. Pillars
hold up the high, vaulted ceiling. Alcoves line the eastern wall
and the northern part of the western wall, each holdina a scatterina
of old bones. A stair ascends in the center of the far wall to
closed iron double doors. All the walls bear carvings of geometric
patterns, and scenes of goblins at war, work, and play.
Four kruthik tunnels pierce the walls.
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