Showing posts with label Candololian. Show all posts
Showing posts with label Candololian. Show all posts

Sunday, December 20, 2009

Dragon Armies 10 Tomb of the Dragon Lords part 2


Well after two diversionary posts I am back to the main story. When last we left our intrepid adventurers they were standing on a rock bridge in a subterranean cavern. I originally had some ideas about an encounter involving giant bats and people getting knocked off, but we were running late so it got deleted. On either side the cavern drops a 100' to a shallow subterranean pool with no apparent exits. However the hole in the center of the bridge leads to a hidden ledge with a passage leading back under the stone bridge. A 100' along this passage ended in a double iron door of dwarven smithwork covered in runes with a Celtic knotwork dragon on each leaf of the door. The door leaves swing open easily to a light touch. They enter a round chamber with a single door leading off to the side (Battle mat for both this cave and the next shown above, artwork by She-Who-Must-be-Obeyed [unfortunately it was a rush job and not as nice as the previous battle mat]). Again the door is iron with a knotwork dragon, but this dragon wears a crown. This door leads to a large cavern with two stone pillars and a raised stone platform on the far side. On the floor lining the walls of the chamber are six black cauldrons worked with knotwork motifs and handles in the shape of dragon heads. A the iron door is opened a shower of sparks shoot out from the dragons crown lighting a fire in each of the cauldrons. On the stone platform is a two step wooden platform. On the wooden platform sits a wooden throne decorated in (you guessed it) Celtic knotwork dragons. On the throne sits a skeletal form of a robed figure with a golden crown on its head, a golden scepter in his right hand, a golden orb in his left hand, and two gold rings on his fingers. To the left of the throne sits another skeleton on a wooden camp stool dressed in brown wool robes with a dagger made of a 24" long tooth thrust in his belt. A small pouch hangs off his belt as well. To right of the throne sitting on the steps is a skeleton dressed in motley (jester's clothes) with a fools cap on his head, in his right hand is a jester's stick, in his left hand a rubber ball, on his fingers are tied two pieces of string. Further to the right is a large free standing floor mirror covered in black cloth. The party uncovers the mirror at which point the iron double doors in the first chamber slam shut. The party finds the Harrow card The Beating tucked in the mirrors frame. The they hold the card to the mirror and it begins to glow a sickly greenish blue. A bolt of greenish blue energy shoots of the mirror zigzags off every single party member and flies through the single door with the crowned dragon into the antechamber, at which point the single door slams shut. The monk runs over, reopens the door and is confronted by nine adventurers looking identical to the party except for the green glowing eyes, and the gnome who has been replaced by a lizardman. It's roll for initiative time! After soundly trashing their unfriendly counterparts (The party's elven wizard managed to roll high on initiative and get the opening fireball off first), the party investigates the three skeletal figures further and discovers in addition to the merchants belt pouch filled with gold coins, the crowned skeleton has a belt pouch full of gems, and the jester a belt pouch full of rocks and pine cones. Being uncertain what to take they take everything off the three skeletons (Of course nobody bothers to check the cauldrons. If they had wiped the tarnish off of the cauldrons they would have discovered they were pure silver). They retrace their steps to the entrance to the tomb. When they exit the tomb through the rows of pillars in the lake a bolt lighting flashes from the pillars striking the monk who is carrying loot from the jester and the hobbit who is carrying loot from the crowned skeleton. The loot from the king is transformed into a black sword, a black crown, a black orb, a pouch of rocks and pine cones and two pieces of string. The loot from the jester transforms into a golden sword, a golden crown. a golden orb, a pouch of gems, and two golden rings. The old man waits on the far shore to greet them. When they step out from the lake, he asks them for the dagger make from the tooth and they give to him. He then tells them the tale of the six dragon lords, one for each color dragon. He explains when the other five decided to seize control of the world from the elder races (dwarves and elves) how he argued against that course of action. However, the other dragon lords knocked his tooth out and used a magic spell they linked to it to prevent him from interfering with their plans. He points out that now he has the tooth he will be able to unravel this spell. When asked about the other items from the tomb, he explains they will help the party with its struggle against the other dragon lords. When asked about the black sword and crown he suggest caution since they are aligned with evil (they are now stone shaped into the rock in an undisclosed location in the cliffs south of Candololian). He suggests if they have need of him again to contact him to visit him in his city using the Harrow card they just acquired, when the look at the card they notice it has changed into The Keep. He then changes back into his yellow dragon (i. e. gold dragon) form and flies away, mentioning in an oh by the way fashion that the other dragon lords surely have wards around this place and will be on their way to investigate. A brief sound of leathery wings flapping in the distance is more than enough to send the party scrambling back to the obsidian cliffs and through the portal back to Candololian.

Saturday, December 5, 2009

Dragon Army 8 Rough Night in Candololian

Most of the party is asleep while the Monk keeps watch by using the throne of Candololian to scrye. Observing the room with the two portals the Monk sees a strange grey four foot long dragon (its a portal drake from the forgotten realms underdark setting) emerge from the lower portal. It sniffs the air as if looking for something winks an eye and disappears. The Monk searches frantically for where it went. A blood curling scream from the bedchamber soon reveals its location. After a desperate melee which wakes the entire party up to rush to the aid of a frantic Magic User, the fell beast is put down. But how did it get in? The sole clue is that the cover has come off the mirror in the antechamber. Whats this wedged in the frame of the mirror? Four cards from a Harrow desk (pazio 2nd adventure path prop) The Big Sky, The Tangled Briar, The Mountain Man, and the Devils Lantern. Touching the mirror reveals the surface to soft and liquid. After sticking the hand and pulling it out a few times one brave soul sticks his head through and notices he is in a pitch black cavern. He hears the sound of dripping water far off, and picks the dang musty smell of wet rock. He looks around his head and notices it is sticking out of a glowing portal similar to the two down in the dungeon. Perhaps the portals are worth investigating further. The party descents to the portal chamber and are promptly jumped by White Spawn who spring from the upper portal, The 12 hordlings go down quickly, the 6 hunters last only a little bit longer, but the chain wielding berserker gives then a decent fight. After the "funny looking lizardmen" are defeated one of the adventures pokes his head through the lower portal and sees rolling hills of reddish clay (Illustrated with a picture from Mysteries of the Himalayas which I had picked up for 5 bucks at Half Price Books) he looks around and sees his head sticking out of the side of a small cliff of obsidian glass. Another adventurer sticks his head through the upper portal and sees a gravel streambed at his feet and above his head Aquamarine light filtering through a ceiling of ice. He notices his head is sticking out from a floor mirror similar to the one in the elven tree house. After the magic user complains about not having enough sleep to get spells back yet. The party returns to the tree house for some more shuteye. Morning finally comes after another tense moment while the ranger uses the throne to scrye another White Swarm patrol which searches the forest in vain (not noticing the secret doors in the trees) and returns back through the portal to their glacial layer. Being severely warned he more sense than to wake the spellcasters yet again. OK time to see what the cards do. Perhaps something to do with the mirror? Holding the Tangled Briar to the mirror switches its destination to a steaming tangled jungle swamp. Holding the Mountain Man to the mirror returns in to the dark cavern it was at originally, risking a light reveals this to be a 30' wide tunnel of natural stone, a rangers practiced eye on the floor reveals a trail worn smooth by the passage of many generations of feet. Holding the Big Sky to the mirror reveals the same red clay hills as the lower portal in the dungeon, in fact there is a small obsidian cliff with a stream of water flowing out from it ab out 100' away. No one feels like using The Demons Lantern. Feeling bold with the mirror tuned to the Big Sky the ranger steps through. He is just about to push back through a liquidy feeling portion of the obsidian cliff when he hears a shrill whistle and a shout of "Hey you". Looking behind he sees a small wizened old man in a sheepskin cloak clutching a gnarled staff. The man beckons the ranger to come towards him and says "Come, Come your already terribly late".

DM Tips
  • If your DM imagination ranges from sweltering jungles to glacial tundras its good to have magical transport available
  • Props are cool even if you don't use for what they were originally designed for
  • Bargain books of photos of strange and exotic locale are a good for inspiring the imagination
  • Little old men wandering the wilderness are seldom as vulnerable as the they appear

Wednesday, December 2, 2009

Dragon Army 7 Candololian Part 3

After pangs of conscience successfully dampen the lusts of greed, players decide to explore the visible door in the library. They open it and discover it leads to a tree limb, not very interesting until the keen eyed ranger spots a well worn train of elven leading out on to the limb. Traveling down the limb they discover the limb of an adjacent tree butting up against the current limb. Traveling up that limb to the trunk they find a secret door to the interior of the new tree. The door leads to an octagonal chamber with a table on one side and a mirror draped with a black cloth on the other side, One side of the octagon is an arch which leads to a circular balcony with two more arches. One arch leads to a bed room. The final arch leads to an alchemists lab. There is also a door on the balcony which leads to a 5' square chamber. Lowering a rope down the central shaft (players of the Elder Scrolls; Morrowwind will be quite familiar with the central shaft style of elven tree architecture) the party thief descends to a 30' by 30' chamber with a large throne carved out of the living wood sitting on a raised dais and two stair cases leading down. Following one of the staircases down the thief discovers that both staircases lead to a 30' x40' muster hall, A quick for secret doors reveals one that leads to the exterior of one of the 50' diameter trees at ground level. Once the thief returns the magic user uses a quick fly spell on the ranger and sends him up the shaft. 20' up is another balcony with three doors. One door leads to a bedchamber, another to a second library, and the third door to a small armoury with a gleaming set of golden chainmail, a golden shield and several masterwork weapons. 40' up the shaft ends in a 30' flat to flat octagonal chamber with a large double bed, two chests and another bookcase. Round portals of stained glass are set in the corners of the room. After the ranger returns he ferries the rest of the party down to inspect the throne. Sitting on the throne the sorcerer discovers something interesting: By focusing his thoughts he can use the throne to scrye areas within a 1/4 mile radius of the throne room. At point the party realizes that they have discovered enough bedchambers that the whole party can get some shut-eye. They promptly assign sentry duty to those nimble enough to use the rope to get up and down to the throne room, show the sentries how to use the throne to keep an eye out, and go to sleep. However, their rest does not go undisturbed. More next time.

Monday, November 30, 2009

Dragon Army 6 Cadololian Part 2

After starting blankly at the giant trees and mumbling about "where's the city?" The lightbulb starts to come on. Elven City? Giant Trees? Hey! Maybe the trees ARE the city? A quick thump on the trunk of a 30' diameter tree reveals it to be hollow. A quick search for secret doors finds one in the trunk. Opening the secret door reveals a 15' x20' chamber whoose walls are lined with a wooden stair case leading upwards. After about three complete turns around the staircase (taking them 90' above the floor) they arrive at a chamber with a roll-top desk sitting in the corner. A short 10' flight of stairs takes them to a 20'x25' with three sides lined with bookshelves and a doorway on the fourth. A quick check for secret doors (after all it's my dungeon right?) reveals a pivoting bookcase behind which lie another set of stairs. Up these stairs another 10' is a bedchamber with a chest at the foot of a bed and another bookcase. Jimmying open the desk reveals three small journals. Persuing the book cases of the library reveal many books on practical arts in many languges. The bookcase in the bedroom holds a set of wizards spellbooks with spells up to 5th level. Openning the chest reveals wizards robes of finest silk. Reading the the jorunals (written in elven of course) reveal that this is indeed the redisence of the loremaster of Candololian as well as the history of the long struggle against the green and white dragon armies as well as the fall of two other elven cities. There is also indirect references to a fourth secret journal which may contain the location of the Valley of Ferns. A search for secret panels reveal one on the back of the scroll top desk and a false bottom in the chest. A detect magic reveals something rod shaped in the false bottom and a couple slips of paper with magic writing gluing both the false bottom and compartment shut. At this point the party's ranger launches into a long soliquiy about whether or not this is really the parties stuff to take in the first place and convinces the party not to open either panel. As a consequence both the fourth journal and a nifty magic item go undiscovered. 500 miles of wanton smash and grab but time to grow consience when a 1/4" of oak separates you from your goal it's enough to make a DM cry or tear his hair out (perhaps it is because small slips of magical paper tend to say " By the time you have finished reading this I will already have expl...."). More of Candololian next time

Friday, November 27, 2009

Dragon Army 5 Candololian

***WARNING RUINS OF CANDOLOLIAN SPOILER***(Aw, Who am I kidding? If you don't read this you won't know anything about Candololian anyhow. Maybe the warning is for later)

So gentle read bear with us as our tale continues. Having avoided certain doom in the Battle of the blue mist (there is a way to escape but its not going to be easy), the party rests in the secret elven watch post. The next day an elven ranger takes them to the graveyard of Candololian which is still outside the mist and shows them the right button to push on the right crypt to reveal a hidden stairway which leads to an underground passageway. After travelling north along the passageway about a mile ( a distance which they reckon puts them well within the mists) the passage turns 45 degrees to the east. Lying on the left side of the passage is an elven skeleton carrying a longbow. Nimbly avoiding the poison spike trap marked by the skeleton they fail to notice the portcullis until it comes slamming down behind them. They continue around a few turns and arrive at a set of double doors. On opening the set of double doors they enter a 30'x30' chamber with a large throne and no obvious exits other than the double doors. Seated on the throne is a skeletal form in black robes with glowing red eyes (old school DMs should recognize this monster immediately). The skeletal form informs them that he can take them further, but once he does there is no turning back, they must conquer all or be doomed to fight for ever. The party, bold adventurers that they are, inform him no thank you and immediately begin to comb the corridor they came down for secret passages. The do find a secret door which leads to a chamber with the windlass to raise the portcullis. They raise the portcullis and "high tail it" back to the watch post. There they consult with the elven princess. She thanks them for returning the skeleton of one her rangers, but informs them she can provide little more assistance than she already has. She has already lost too many rangers trying to reach the center of Candololian, and will not jeopardize the mission to watch Candololian while her liege the elf king still lives. How does she know he still lives, she has an amulet which glows as long as he is alive (this will prove of interest to the party later). She hands them some healing potions, tells them chin up and try again tomorrow. They head back the next day and after hearing the crypt thing's speech again inform them "Yes, yes they are are ready to hazard all". Some get cold feet after the first few disappear in a puff of black smoke, but decide that keeping party together is more important than chickening out, so eventually everyone accepts the crypt thing's offer. They are teleported to several 10' wide 70' corridors each party member to his own individual 10' separated from the next nearest party member by 10'. They establish by shouting that all the corridors are connected. However when they attempt to move back together they discover the true sinister nature of their location the empty 10' squares are all pit traps each with its own spear wielding skeleton warrior (No big shakes for the elven ranger, but it was touch and go for the sorcerer). After dealing with the pits they are able to establish there are four corridors which form a closed loop. In middle of the north most corridor there is a set of double doors which lead to 30'x30' chamber just like the crypt things except here the throne is empty. After various machinations and some grumblings about how long it might take to starve to death, they finally decide to search for secret doors in the pits themselves. Yes there are secret doors in the pits. Where do these secret doors lead? Why 10'x10' chambers with no visible exits. Ignoring one of my newer players stentorian pronouncements "Dave would never put a secret door behind another secret door" the more experienced players ignore him and proceed to navigate the secret door maze (which requires finding FOUR secret doors behind secret doors to get through, sometimes it is very hard to DM with a straight face but such is the cross DMs must bear) and arrive at a landing with a staircase leading down. As usual they cleverly avoid finding the secret chamber filled with treasure so they can continue complaining about what a stingy DM I am. They do however find a magic longbow as well as an additional elven skeleton to return for burial. They descent to a 30' wide by 40' deep chamber with alcoves along the walls. There is a double door on the north, but it is locked. As the party thief fiddles with lock, white spawn ambushers emerge from the alcoves and attack (first indications that perhaps the dragon army is involved with the fall of Candololian). After defeating the ambushers (surprise was not as effective as I had hoped), the party opens the doors to reveal an octagonal chamber containing two glowing portals and a strange device. The device resembles one of those Japanese bamboo fountains where a tube on a pivot gradually fills with water. At a certain point when there is enough water the tube pivots downwards spilling its contents into a pool below (usually with a loud clonking sound as well). Relieved of its load of water the tube swings upwards again to refill and repeat the cycle. The tube in the dungeon is made of iron 6' long and 1' diameter and has a small steel spike in the back from which blue mist drifts upwards through a hole in the ceiling. Water trickles into the tube from a glowing portal 5' above the floor and runs out through another portal behind the device at floor level. Every time the tube dumps its water a big puff of blue mist is generated. The party opens a set of double doors on the far side to reveal a staircase leading up into the blue mist. After some thought the party flips the tube over causing it to be enveloped in its own blue mist at which point it promptly vanishes (not quite the solution I had planned but quite acceptable). They then wait for the mist to clear. Once the mist clears they head up the staircase and find themselves not in a city, but instead a grove of giant trees with tree trunks 30-50' in diameter. More next time.
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