This adventure is NOT part of the Foresite Irregulars storyline, skip to Lost in Sigil to pick up the latest in that chapter.
This is the second post from my run of D&D 5e’s Out of the Abyss at Games of Berkeley.
Escaping from the prison cell and Velkynvelve cavern was just the beginning as they were aggressively pursued by their drow captors. With some quick thinking and misdirection, they hid themselves on The Silken Paths .
Though that route held dangers of its own – monsters and earthquake cost them the lives of more than one companion. Fortunately they were able to escape through a cave that opened in the cliff wall…
The Lost Tomb
Room 1: Entrance and Staircase
The rough passageway lead through a broken wall, to an ancient staircase. Bucephalus hears a disembodied female voice “Is anyone out there? Help me!”
Entering the staircase, he stops to try to determine which way to go, but the voice is of no help,
as it seems to be unable to hear his cry to the central shaft of the stair.
Given no clear direction, “Up and out” is the order of the day.
Soon they stand before a large ornate door – that pivots on it’s central axis. THe Thief quickly makes sort work of the latch, and they can see inside.
They enter and explore:
“A stone diorama stands to the right of the entrance. depicting a sorceress – a Netherese noble in her prime. surrounded by attendants, slaves, and other trappings of wealth and power. A vista of fantastic floating cities covers the wall to the left of the entrance.”
The quickly discover that the exit will not open or budge. It seems blocked on the other side. “Perhaps a cave in from the earthquake?” It is quickly decided to explore downward, only returning here if necessary.
Room 2: Shrine
“The stairs lead down to this shrine. where shreds of dusty tapestries lie scattered across the floor. Friezes on the walls are defaced with deep gauges, making them unrecognizable. An altar nr pale gray marble stands gauged and cracked against one wall.”
Darvon blesses one of the others, and promptly turns into a potted fern! Fortunately it wore off after 10 minutes. Phew!
Chant: “Apparently, this wizard left a wild-magic curse on her tomb. Only cast spells if we really need them!”
There are two exits, and they manage to determine that one of them should lead to the servant’s chamber, and explore.
Room 3: Servant’s Quarters
The chamber contains four coffins, one of them recently opened. “Perhaps that was the spirit that visited us on the Silken Paths” suggests Brother Darvon.
The thief can not resist opening another coffin, triggering 3 ghostly forms appearing and attacking!
“We need equipment if we’re going to be fighting so much!” exclaims Jimjar.
None the less, with some difficulty (and wild magic effects, such Magdat turning into blinding light, and Chant getting a 3rd eyeball in his forehead) the spirits were dispatched and they returned to the shrine to try the only other door.
Room 4: The Tomb
“In the middle of the room is a wide stone sarcophagus atop a black marble bier. The lid of the sarcophagus is inlaid with dust-covered mosaics depicting great floating cities high above a beautiful landscape. The lid or the sarcophagus looks incredibly heavy.”
Stone blocks standing against the far walls are carved with niches, inside which rest a dozen clay canonic jars containing desiccated organs.
“This is it – let’s see what this great wizard took to the after life!” – it turns out that the lid was actually light due to magic, and Krom over-estimated the weight – shoving it totally off to the side.
I giant mouth appears on the wall…
“You have disturbed the tomb of Brysis of Khaem! Accursed are you, most miserable creatures!”
This has started fully half the group. [with most of the frightened being the NPCs]
There is a statue inside just like at the top of the stairs, but nothing else.
Magda: “Let us withdraw to the Shrine – and those who are frightened can remain there while we search these chambers more fully.”
Leaving Edeth, Jimjar, Buppido, Stool, and Shuushar behind – the party returns to the servant’s quarters and, shoving a coffin aside, discover a secret passage. “You’re close! Come get me!” the female voice now rings in Krom’s head.
Room 5: The True Tomb
This chamber is smaller, and not as ornate, but still contains a large sarcophagus.
As they approach the chest to investigate, A Wraith emerges!
“Your deaths will resurrect and free me! Come forward and meet your doom!”
The fight is difficult, and one spell cast summoned a unicorn as a side effect. The Unicorn had the voice of the lady and said “Open it! I can help!” while head butting Kraum into the area of the sarcophagus.
He tears off the lid.
There is a body inside, holding a sword hilt that speaks “Yes!” and the missing blade ape ears as flame! “Now!” – Kraum grabs the hilt and his hand moves at the power of Dawnbringer. It screams out “Die! Bitch!” as it strikes the wraith of Brysis, dispatching her spirit to the Shadowfell.
The unicorn disappears and the magic mouth fades. And they find a bunch of loot (Dawnbringer and a Neclace of Fireballs being most notable), and take time sleep and rest for the first time in what must have been days on the run.
Jimjar: “We should sell that jewelry at the Blingdenstone Trader’s Grotto and get some food and real gear. We’re gonna die before we get to Neverlight Grove at this point…”
All reply:“Good idea.”
The Way Out
After resting, they return to the entrance hall at the top of the stairs.
Bucephalus climbs the walls to inspect the pivot to see if he can unjam the door. He can see through the crack at the top. “Yup. Blocked by a landside. We’ll need to destroy this door.”
Chant: “Will a Shatter spell do?”
All: “Umm, let us clear the room.”
BOOM, and the door is down and they can climb out over the slide…
“Now, to Blingdenstone to finally eat something and equip properly!”
Next Time: Entering Blingdenstone
- Walls & Map
- Terraclips – Dungeons Rise – Vaults of Ruin & Dungeon Essentials by WorldWorksGames (out of print)
- Popup Staircase custom by OldSchhoolDM
- Cavern Tiles by Dwarven Forge
—Next Time: Entering Blingdenstone