The Twilight Tomb - Party Diary

Stand Against the Coming Night!
Shadows in the forest deepen as an oracle among the Yuirwood’s half-elf inhabitants foretells the reemergence of the Duskwalker, an ancient and corrupt star elf wizard. Missing travelers and lost goods all point to a circle of standing stones within the forest. What growing darkness awaits those heroes bold enough to investigate? (a D&D v3.5 campaign run by Lewis).
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Lewis
Epic Level 25
Posts: 523
Joined: Fri Jul 06, 2012 8:40 pm
Location: Secret Lair, in a cavern somewhere beneath Telford.

Re: The Twilight Tomb - next steps?

Postby Lewis » Sat May 16, 2015 3:38 pm

Forgotten Realms: The Twilight Tomb: I believe Sun 17 May - Chapter Six - will be the last one in this block. I don't think we will finish the adventure this week, but I will allow time for levelling up. I'd like to run Twilight Tomb again ASAP. However, I will be unable to make it to the club several weekends in July and August. So, unless we play it again straight away (and I think that block's been booked for 5e) I am not sure when we would be able to finish it. September, maybe?

Playing: Telford: Dark Heresy.
Running: Cannock: Legends of Corwyn/D&D, Telford: Forgotten Realms: Heroes of Faerûn/D&D.
Prepping: Chill (modern day horror) Tales From The Loop (1980s sci-fi/horror)

User avatar
Lewis
Epic Level 25
Posts: 523
Joined: Fri Jul 06, 2012 8:40 pm
Location: Secret Lair, in a cavern somewhere beneath Telford.

The Twilight Tomb - Party Diary - Chapter Six

Postby Lewis » Sat Jul 04, 2015 7:35 pm

Twilight Tomb – Party Diary

Chapter Six (28 June 2015)


“Welcome to the Liberator". (Honestly, if you don't get this, then you need to browse "TV Tropes" more often!)


The fire-wreathed skulls turn out to be something rather more deadly than decorations left over from Mourel's last office Christmas party (you know, the one at which a zombie tried to photocopy its bum, with hilarious results). These weird creatures are actually powerful undead tomb guardians, called flameskulls.

One of the skulls hits the dwarf, Thorgar, with a necromantic ray that drains him horribly. Another fires fire rays from its eyes. The skeletons launch flame arrows and the zombies charge the brave dwarf, who is taking terrible damage. One of the flameskulls then unleashes a powerful fireball which hits Thorgar squarely. As the other members of the party dive for cover, Ranald is blasted unconscious and lays dying. Thorgar is even less fortunate and is incinerated on the spot.

Arlania invokes the power of Tempus to turn the undead. This obliterates the skeletons and zombies, but has no effect at all on the flameskulls, who merely warn the characters to leave Mourel's domain.

As the heroes try to regroup they receive timely reinforcements in the form of Morcan, the only survivor of another party that was brought to this strange night realm via the semi-functional portal in the Yuirwood. Izzi and Arlania heal the chargrilled Ranald. Twice.

There follows a long and difficult fight against the two flameskulls, who are resistant to nearly everything that the party can throw at them, and hover out of reach, bombarding the heroes with spells and rays.

Finally it is Ranald that breaks the deadlock. The cunning rogue from Amn uses his grappling hook to ensnare one of the undead guardians. He drags it to the ground, where his companions are finally able to pound it to pieces. At this, the remaining flameskull flies off into the night sky.

Playing: Telford: Dark Heresy.
Running: Cannock: Legends of Corwyn/D&D, Telford: Forgotten Realms: Heroes of Faerûn/D&D.
Prepping: Chill (modern day horror) Tales From The Loop (1980s sci-fi/horror)

User avatar
Lewis
Epic Level 25
Posts: 523
Joined: Fri Jul 06, 2012 8:40 pm
Location: Secret Lair, in a cavern somewhere beneath Telford.

The Twilight Tomb - Party Diary - Chapter Seven

Postby Lewis » Mon Jul 06, 2015 2:31 pm

Twilight Tomb – Party Diary

Chapter Seven (05 July 2015)


“We can rebuild him. We have the technology. We can make him better than he was. Better, stronger, faster."


The surviving party members investigate a large room on the same floor. A vast, dark hall opens beyond the double door. Barely visible, at the apex of the dome high overhead, rises a second smaller, transparent dome. The light from the other towers is only faintly visible through this high aperture. The rest of the room is lost in shadow. Some dark shape occupies the room just past its center.

As the heroes enter this chamber, an ancient magic activates. Dancing lights appear and begin to swirl around the room while ghost sound produces an elven dirge. The interplay of light and shadow from the dancing lights creates the optical illusion of shadowy figures performing a sweeping funerary dance in solemn gyrations around the room. This display continues for 5 minutes. However, an undead wight crouches behind cover in this room. The wight is the mortal remains of one of Mourel’s apprentices. The apprentice's evil deeds and impure heart allowed him to arise in this undead form. The wight still serves Mourel, albeit reluctantly, and attacks the heroes. But a solitary wight is no match for the now well-armed band, and they swiftly destroy him.

Searching the room they discover that the ancient ceremonial funeral hall has been pressed into use for another purpose. Alien machinery occupies the centre of the room. A strange inclined table holds the inert form of a metal man and around the edge stand six crystal "mirrors". Four of the mirrors have glowing crystals attached. These four mirrors display not reflections, but images of creatures... an elf, an orc, a hideous alien monstrosity and... Thorgar!

The party figure out that the mirror/crystal combination is akin to a soul jar, and that one of the crystals will fit into a cavity in the chest of the metal man. They take the crystal linked to Thorgar's image and place it into the cavity. Very soon the metal figure animates ... and now has the personality, nay, the very soul of their dwarven comrade. Thorgar's alive! The brave dwarf now has the form of a living construct, complete with adamantine skin!

The party try to rest up, but are disturbed by creatures passing on the other side of the door. Eventually they all get enough sleep or rest to get back their spells. Thorgar discovers that his new body does not need to sleep or eat. Furthermore, another construct, in the form a tiny flying mechanical insect joins him. It appears that its 'job' is to repair damage to the metal body.

Exiting the ceremonial hall, the seven heroes discover the surviving flameskull waiting for them. But the undead guardian does not want to fight. Instead, it brings a message from Mourel. The skull delivers a counter offer to that made by Thraka... kill the half orc and his band, help yourself to their treasure, and rescue the kidnapped half-elf Duladora from them if you must (?). Then Mourel will reactivate the portal so that the party can leave. Then they are to travel back to the Yuirwood and never return to Mourel's realm again. However, Arlania and Thorgar are implacably opposed to any deal with undead, and so attack the flameskull, which swiftly flees down to the level below.

In hot pursuit, the party examine the level below. Sythis is drawn to a room that was once a crematorium/maceration chamber. The half-elf ranger triggers a magical trap which paralyses him. He is then attacked by fiendish monstrous scorpions and by a ghastly undead that rises from one of the maceration vats. This is one of Mourel's apprentices, who failed to transform himself into a lich and has become some lesser - but nonetheless powerful - form of undead spellcaster.

A desperate fight takes place, with Sythis and Thorgar bearing the brunt of the undead's attacks. However, the spellcaster is vulnerable to the party's attacks and has nothing apart from his spells to fall back on. Having only weakened and paralysed Sythis and failed to kill the half-elf and drain his life, the undead wizard is brought low and destroyed by force of arms.

The triumphant party begin to search the room...

...oh wait... bugger... I forgot to kill Morcan while his player was away! Goddammit!

Playing: Telford: Dark Heresy.
Running: Cannock: Legends of Corwyn/D&D, Telford: Forgotten Realms: Heroes of Faerûn/D&D.
Prepping: Chill (modern day horror) Tales From The Loop (1980s sci-fi/horror)


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