Re: Thunderspire Laberynth (part 2)
"Not to mention the fact that we're here to try and rescue some slaves," Mits points out, "So the longer you impede us, the greater the chance they'll end up the lunch of some jackal demon named Yeenoghu."
At first the ghost Kitau attacked looks furious. But after remembering he's already dead, he chuckles.
"Looks like they have the muscle."
"And the courage," the paladin adds.
"But only half the brains," the wizard says.
The paladin warns, "Beware, for the trials ahead are likely tougher than any you have faced so far....
Conclusion
The PCs receive information based on the total number
of successes achieved. Whether the PCs succeed or fail,
the slain adventurers can finally rest in peace. They have
attempted to help a group avenge their loss. Once the chal-
lenge ends, the NPCs say farewell (or mock the PCs and
warn of impending death if the encounter went poorly)
and fade from view.
Rewards: If the PCs attain twelve successes, the
adventurers hail them as allies. The group provides all the
information below.
Failure: If the PCs earn six failures, determine their
total number of successes up to that point. The spirits pro-
vide information based on the PCs’ number of successes,
as shown below.
0–1 Successes: This place is the Proving Grounds, a test-
ing place for worshipers of the demon lord Baphomet. You must
find four items: a knife, a mask, a bell, and a book. You must
place each of these items on one of four circles of runes found in
this complex. The items must be placed on the runes at the exact
same time.
2–3 Successes: Three of the items are held within chambers
built to test Baphomet’s worshipers. You can find these chambers
to the north, west, and south of where we now stand, through
these eastern double doors and then through another set of
double doors that leads to the west.
4–5 Successes: The fourth item, the book, is on an altar in
a small shrine to the east.
6–7 Successes: To the east of the Proving Grounds is the
inner sanctum. Its door opens only when the proper ceremony is
completed. The items used for the ceremony disappear if you try
to remove them from the Well of Demons, and upon completion
of the ceremony, they return to their former locations.
8–9 Successes: Completing this ceremony summons the
terrible Guardian and activates several traps in the area. The
Guardian is a green dragon imprisoned here. It can swoop past
its prey and attack. It emerges from a great pit in the center of
the complex.
10–11 Successes: Each of the chambers in this complex
has a magical trap designed to harass intruders. The central
corridor is the fastest way to move around, but it also has its
own trap: a crushing sphere of magical force that rolls along its
length.
12 Successes: There is a treasure hidden in the complex. It
is hidden beneath the altar in the chamber south of here.
This message was last edited by the GM at 03:56, Wed 20 Nov 2013.