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<blockquote data-quote="mikeawmids1" data-source="post: 8397880" data-attributes="member: 7030604"><p><strong><u>Adventure #3: Under the Black Mountains</u></strong></p><p></p><p>Following the map given to them by dwarven scholar Bjorn Amberclan, the party find themselces at the entrance to the long lost tomb of Queen Freja Swiftsteel, matriarch of the doomed Ironshield Clan. Stone steps descend into the earth, it takes almost half an hour to reach the bottom. Shenk applies his shoulder to a large door, that swings open to reveal a large, square room. In the centre of the room is a circular pool, rising from which is the alabaster statue of a dwarven woman in elaborate splintmail. She is flanked by two smaller statues, depicting snarling wolves.</p><p></p><p>"Queen Freja Swiftsteel, I presume." Enost observes.</p><p></p><p>Song dips into a low curtsy before the dwarven queen.</p><p></p><p>There are three exits from the room. While the heroes ponder their choice, the temperature in the tomb plummets. Ice begins to form on the surface of the pool and the heroes' breath turns to mist. A short, skeletal apparition emerges through the floor, ashen robes billowing in an unearthly wind.</p><p></p><p>"Foolish mortals," the ghostly creature hisses, "How dare you enter my prison? I am cursed, condemned to stay here because of what I have done, even though I only tried to save my Queen. Now, you too are doomed!"</p><p></p><p>"Wait, who are you?" Song cries, "Why are you trapped here? Maybe we can help you leave this place."</p><p></p><p></p><p>The adventure states the undead creature attacks immediately, but it also provides some backstory that the PCs may never learn, so I allowed Song to make a Persuasion check (DC15). She rolled 19.</p><p></p><p></p><p>"My name.... My name was Balman Flintbrand," answered the spectre, "Long ago, I served as advisor to the throne of Queen Swiftsteel. We made war with the dwarves of Winterhold, but could not penetrate their mighty stronghold. In desperation, my Queen forged an alliance with the drow of house Druu'zel."</p><p></p><p></p><p>"Dwarves mekkin' deals with the drow?!" Enost spluttered in outrage, turning to look upon the statue of Queen Freja, "Ach, whut were ye thinking, lass?"</p><p></p><p></p><p>"We were betrayed. The drow had undermined and sabotaged all our major clanholds. Many dwarves died as their homes collapsed around them, and I cannot find peace while their bones lie forgotten buried in the rubble."</p><p></p><p></p><p>"What if we were to gather their bones and give them a proper dwarven burial?" Song asks, earnestly.</p><p></p><p>Enost clears his throat loudly. He knows Song means well, but the logistics of such a vast undertaking are simply unworkable. It would take years of back-breaking labour to fully excavate even one dwarven ruin.</p><p></p><p></p><p>Nevertheless, I allowed Song to make a Persuasion check, with disadvantage (DC20). She rolled 10.</p><p></p><p></p><p>The skeletal apparition loses its chill and attacks the party!</p><p></p><p></p><p>Initiative: Song & Addan > Greyshade > Enost > Shenk</p><p></p><p></p><p>Addan places Hunters Mark on the spectre and takes a shot with his elven longbow, the arrow passes through the creature as though it were made of air. Spooky ghost air! Song casts Minor Illusion, creating a lifelike copy of the statuesque dwarven queen, hoping this will trigger some reaction from the ghost.</p><p></p><p></p><p>"My Queen!!" the ghost howls, prostrating itself before the illusion, " Please, forgive me!! Please release me from this torment!!"</p><p></p><p></p><p>The ghost is too busy grovelling to do anything else on its turn.</p><p></p><p>Enost casts Magic Missile, using a second level spell slot, and inflicts 13 force damage on the wailing spirit. Shenk swings his flail at the ghost's head, meeting some resistance as it passes through and breaks a chunk of stone off one of the stone wolves.</p><p></p><p>The ghost realises it has been fooled and turns its Reproachful Glare on Song (and everyone else with 30ft, who can see it, which is everyone). Addan fails his save and is both Frightened and Paralysed by a wave of crushing guilt. Enost casts Magic Missile (first level slot this time) for another 14 damage. The greyshade is destroyed and Addan recovers his senses. Fortunately, he remembered to go toilet before entering the dungeon, so his pants are (for now) unsoiled with the brown shame of cowardice.</p><p></p><p>The party opt for the door in the northern wall. They enter a room with walls and floor made of burnished steel, embossed with the emblem of the Ironshield Clan. In the centre of the room stands a bronze statue in the shape of an oversized, armoured dwarf, brandishing a pair of large hammers. As the door opens, a brazier atop the statues head flares to life, bathing the room in bright, copperish light.</p><p></p><p>As the party approach, the statue jerks to life and moves to block their path.</p><p></p><p>"Halt your step." the statue commands, in a tinny, metallic voice, "Passing through here is only for those with the right to enter the tomb. Speak the password, or leave these halls."</p><p></p><p>The heroes mumble apologetically and back out of the room.</p><p></p><p>Next, they try the left path, via the door to the west. A short tunnel leads further into the dungeon. The party identify strange, slimy tracks in the dust. Addan crouches and dips his finger in the slime, before gingerly brushing the substance against his lips.</p><p></p><p>"Tastes like ooze," he says, while Song quiely gags in revulsion, "We should proceed with caution."</p><p></p><p>The party enter a room overgrown with large, purple mushrooms that glow in the dark. The mushrooms emitt a sweet smell that reminds Enost of his mother's baking. Even so, he's not so stupid as to start eating mystery fungus off the walls of a tomb.</p><p></p><p>Beyond the mushrooms, stone steps lead down to a fully flooded corridor. The heroes will have to get wet if they want to continue following this tunnel. Shenk is the strongest swimmer, he strips off his armour and Frost Wolf Cloak and dives into the cold, dark water.</p><p></p><p>The submerged tunnel has partially collapsed, requiring Shenk to shift several large blocks of fallen stone. Muscles straining beneath his scaly hide, Shenk clears a path for the others.</p><p></p><p></p><p>Reluctantly, the party enter the water. Song is especially unethusiastic about getting her fur wet. Steps at the far end of the submerged tunnel ascend into a dusty chapel, lined with rows of long wooden pews. The party decide to break up the benches and start a fire, to dry their wet clothes and have a short rest. As they are making camp, Addan smacks his lips and realises he is forgetting something....</p><p></p><p></p><p>"Ooze!!" Song cries, pointing to the huge, carnivorous jelly quivering on the ceiling above their unlit fire.</p><p></p><p></p><p>Initiative: Song > Shenk > Ooze > Addan > Enost</p><p></p><p></p><p>Song casts Faerie Fire, but the ooze makes it save and refuses to light up. Shenk swings his flail at the thing on the ceiling, hitting the ooze for 12 bludgeoning damage. The ooze retalliates by lashing out with long, gooey pseudopods, but misses. Addan backs up and takes a shot with his bow, surprising everyone (himself included) when he actually hits the monster! Enost casts Firebolt, burning the ooze for max (10) fire damage.</p><p></p><p>The ooze drops off the ceiling, scattering firewood and great dollops of greasy slime as it lands amid the heroes. Song stabs at the jiggling mass with her rapier, for 11 piercing dmg. Shenk finishes the job, bringing his flail down with such force that he splatters the entire room with a fresh coat of ochre gloop.</p><p></p><p>The heroes wipe the slime from their armour and complete a short rest.</p><p></p><p>There is one exit to the north. As soon as the door opens, a haggard spectre materialises from the shadows.</p><p></p><p>"Urgh, what now?" Shenk grumbles.</p><p></p><p>"Do not enter here!" the apparition wails, "We came seeking riches, but found only d - hey, do you mind?! I'm trying to do my thing here."</p><p></p><p>Shenk grunts and barges through the incorporeal being. He immediately triggers a magical sensor that unleashes a barrage of arrows from hidden holes in the opposite wall.</p><p></p><p>"I tried to warn you...." mutters the ghost, fading from view.</p><p></p><p>Shenk fails his DEX save and is riddled with arrows. Fortunately for him, I only rolled 4 damage on 2d10.</p><p></p><p>The two dead tomb robbers ahead did not fare so well against the arrows. Shenk pauses to loot their skeletal remains and finds 15gp and a silver ring worth 15gp.</p><p></p><p>The passage ends at a majestic door adorned with silver inlays depicting the emblem of the Ironshield Clan. Shenk gives the door a shove and discovers it to be unlocked. The room beyond is freezing, the floor treacherous with frost. Shadows are darker than they have any right to be and the slightest noise produces echoes that last unexpectedly long. Six freestanding columns depicting armoured dwarven warriors support the ceiling of the tomb. In the centre of the room lies a sarcophagus carved from a single huge piece of unblemished white marble, fitted with hinges and clasps of pure mithril.</p><p></p><p>As the heroes advance on the sarcophagus, an icy wind howls through the tomb. The door through which the party entered swings shut behind them. Enost cries out as the otherwordly wind knocks him off his feet. Suddenly, the stone sarcophagus cracks apart and the withered corpse of a dwarven warrior queen rises from the wreckage! She wields a flail in one hand and carries a shield in the other. What remains of her hair is braided into an elegant crown. The corpse-queen's eyes glow startlingly blue as she fixes the heroes with an icy, deathless glare.</p><p></p><p>"I am Queen Freja Swiftsteel," the being says, "Long ago, I conquered vast lands and swept aside vast armies that thought themselves invincible. Now this tomb is all that remains of my clan. But I will protect its sanctitude. You are trespassing and you will pay for this intrusion with your lives."</p><p></p><p></p><p>Initiative: Song > Queen Freja > Addan > Shenk > Enost</p><p></p><p></p><p>Song opens the combat with Faerie Fire, but Queen Freja makes her save. The corpse-queen follows up with a melee attack against the bard, she crits for 13 bludgeoning damage against Song! That's not a great start. Queen Freja is enjoying herself though.</p><p></p><p></p><p>Addan places Hunters Mark on the undead warrior queen and follows up with a shot from his (not so) trusty longbow. He hits for 11 dmg, reduced to 5 by Queen Freja's resistance to non-magical attacks. She barely notices that she's been hit.</p><p></p><p></p><p>Shenk wades into melee with the corpse-queen, unconcerned that their two flails could easily get hopelessly tangled with one another, like two phone chargers left in a drawer overnight. Enost ends the round by casting Magic Missile (second level spell slot) for 12 force damage.</p><p></p><p></p><p>Queen Freja whistles, calling two ghostly wolves to fight alongside her.</p><p></p><p>Song casts Cure Wounds (second level spell slot) on herself to recover 14hp. Queen Freja grazes Shenk for a laughable 2 damage. Shenk actually laughs in her dead face. Then her ghost wolves bite him for 9 necrotic damage, which is less amusing. Addan takes another shot at the queen and imparts another 5 damage. Shenk crits for 13 damage, reduced to 6. Queen Freja is starting to look a bit battered. Enost moves to a position where he can catch Freja and one of her wolves in the cone of a Burning Hands spell, unfortunately they both make their DEX saves for reduced damage.</p><p></p><p>Song considers casting Animal Friendship, but decides it probably won't work on ghost animals, and instead jabs Queen Freja with a bit of pointy metal, for all the good that will do. Queen Freja responds by clouting her upside the head. The ghost wolves continue harassing Shenk, but he holds their gnashing jaws at bay. Enost targets the corpse-queen with Magic Missile (first level spell slot) and ends her reign for good. With the defeat of their mistress, the two ghost wolves also disappear. The party are victorious!!</p><p></p><p>In the wreckage of the sarcophagus, the heroes find a thick, battered journal bound in coarse, dark grey leather. The pages within are covered with lines of indecipherable runes and hastily scribbled maps. Enost pockets the book, hoping Bjorn Amberclan can help decipher its curious contents.</p><p></p><p>Shenk claims the corpse-queen's flail (which turns out to be all kinds of magical) and her shield (which isn't).</p><p></p><p></p><p>The party exit the tomb and return to Buckbridge. Bjorn is delighted when Enost presents him with Queen Freja's journal and immediately begins poring through its dusty pages. Bjorn asks the heroes if they will accompany him to the city of Winterhold as his bodyguards. He believes the book they recovered contains information vital to defeating the drow who threaten the city. The heroes agree and advance to level 4!</p><p></p><p></p><p>Level 4 marks the first attribute increase, Enost bumped up his Intelligence and learnt two new spells; Sleep and Magic Weapon. Song increased her Dexterity and Charisma. Addan bumped up his Dex to 18 for that sweet +4 modifier and Shenk boosted his Strength and Constitution.</p><p></p><p></p><p>TBC....</p></blockquote><p></p>
[QUOTE="mikeawmids1, post: 8397880, member: 7030604"] [B][U]Adventure #3: Under the Black Mountains[/U][/B] Following the map given to them by dwarven scholar Bjorn Amberclan, the party find themselces at the entrance to the long lost tomb of Queen Freja Swiftsteel, matriarch of the doomed Ironshield Clan. Stone steps descend into the earth, it takes almost half an hour to reach the bottom. Shenk applies his shoulder to a large door, that swings open to reveal a large, square room. In the centre of the room is a circular pool, rising from which is the alabaster statue of a dwarven woman in elaborate splintmail. She is flanked by two smaller statues, depicting snarling wolves. "Queen Freja Swiftsteel, I presume." Enost observes. Song dips into a low curtsy before the dwarven queen. There are three exits from the room. While the heroes ponder their choice, the temperature in the tomb plummets. Ice begins to form on the surface of the pool and the heroes' breath turns to mist. A short, skeletal apparition emerges through the floor, ashen robes billowing in an unearthly wind. "Foolish mortals," the ghostly creature hisses, "How dare you enter my prison? I am cursed, condemned to stay here because of what I have done, even though I only tried to save my Queen. Now, you too are doomed!" "Wait, who are you?" Song cries, "Why are you trapped here? Maybe we can help you leave this place." The adventure states the undead creature attacks immediately, but it also provides some backstory that the PCs may never learn, so I allowed Song to make a Persuasion check (DC15). She rolled 19. "My name.... My name was Balman Flintbrand," answered the spectre, "Long ago, I served as advisor to the throne of Queen Swiftsteel. We made war with the dwarves of Winterhold, but could not penetrate their mighty stronghold. In desperation, my Queen forged an alliance with the drow of house Druu'zel." "Dwarves mekkin' deals with the drow?!" Enost spluttered in outrage, turning to look upon the statue of Queen Freja, "Ach, whut were ye thinking, lass?" "We were betrayed. The drow had undermined and sabotaged all our major clanholds. Many dwarves died as their homes collapsed around them, and I cannot find peace while their bones lie forgotten buried in the rubble." "What if we were to gather their bones and give them a proper dwarven burial?" Song asks, earnestly. Enost clears his throat loudly. He knows Song means well, but the logistics of such a vast undertaking are simply unworkable. It would take years of back-breaking labour to fully excavate even one dwarven ruin. Nevertheless, I allowed Song to make a Persuasion check, with disadvantage (DC20). She rolled 10. The skeletal apparition loses its chill and attacks the party! Initiative: Song & Addan > Greyshade > Enost > Shenk Addan places Hunters Mark on the spectre and takes a shot with his elven longbow, the arrow passes through the creature as though it were made of air. Spooky ghost air! Song casts Minor Illusion, creating a lifelike copy of the statuesque dwarven queen, hoping this will trigger some reaction from the ghost. "My Queen!!" the ghost howls, prostrating itself before the illusion, " Please, forgive me!! Please release me from this torment!!" The ghost is too busy grovelling to do anything else on its turn. Enost casts Magic Missile, using a second level spell slot, and inflicts 13 force damage on the wailing spirit. Shenk swings his flail at the ghost's head, meeting some resistance as it passes through and breaks a chunk of stone off one of the stone wolves. The ghost realises it has been fooled and turns its Reproachful Glare on Song (and everyone else with 30ft, who can see it, which is everyone). Addan fails his save and is both Frightened and Paralysed by a wave of crushing guilt. Enost casts Magic Missile (first level slot this time) for another 14 damage. The greyshade is destroyed and Addan recovers his senses. Fortunately, he remembered to go toilet before entering the dungeon, so his pants are (for now) unsoiled with the brown shame of cowardice. The party opt for the door in the northern wall. They enter a room with walls and floor made of burnished steel, embossed with the emblem of the Ironshield Clan. In the centre of the room stands a bronze statue in the shape of an oversized, armoured dwarf, brandishing a pair of large hammers. As the door opens, a brazier atop the statues head flares to life, bathing the room in bright, copperish light. As the party approach, the statue jerks to life and moves to block their path. "Halt your step." the statue commands, in a tinny, metallic voice, "Passing through here is only for those with the right to enter the tomb. Speak the password, or leave these halls." The heroes mumble apologetically and back out of the room. Next, they try the left path, via the door to the west. A short tunnel leads further into the dungeon. The party identify strange, slimy tracks in the dust. Addan crouches and dips his finger in the slime, before gingerly brushing the substance against his lips. "Tastes like ooze," he says, while Song quiely gags in revulsion, "We should proceed with caution." The party enter a room overgrown with large, purple mushrooms that glow in the dark. The mushrooms emitt a sweet smell that reminds Enost of his mother's baking. Even so, he's not so stupid as to start eating mystery fungus off the walls of a tomb. Beyond the mushrooms, stone steps lead down to a fully flooded corridor. The heroes will have to get wet if they want to continue following this tunnel. Shenk is the strongest swimmer, he strips off his armour and Frost Wolf Cloak and dives into the cold, dark water. The submerged tunnel has partially collapsed, requiring Shenk to shift several large blocks of fallen stone. Muscles straining beneath his scaly hide, Shenk clears a path for the others. Reluctantly, the party enter the water. Song is especially unethusiastic about getting her fur wet. Steps at the far end of the submerged tunnel ascend into a dusty chapel, lined with rows of long wooden pews. The party decide to break up the benches and start a fire, to dry their wet clothes and have a short rest. As they are making camp, Addan smacks his lips and realises he is forgetting something.... "Ooze!!" Song cries, pointing to the huge, carnivorous jelly quivering on the ceiling above their unlit fire. Initiative: Song > Shenk > Ooze > Addan > Enost Song casts Faerie Fire, but the ooze makes it save and refuses to light up. Shenk swings his flail at the thing on the ceiling, hitting the ooze for 12 bludgeoning damage. The ooze retalliates by lashing out with long, gooey pseudopods, but misses. Addan backs up and takes a shot with his bow, surprising everyone (himself included) when he actually hits the monster! Enost casts Firebolt, burning the ooze for max (10) fire damage. The ooze drops off the ceiling, scattering firewood and great dollops of greasy slime as it lands amid the heroes. Song stabs at the jiggling mass with her rapier, for 11 piercing dmg. Shenk finishes the job, bringing his flail down with such force that he splatters the entire room with a fresh coat of ochre gloop. The heroes wipe the slime from their armour and complete a short rest. There is one exit to the north. As soon as the door opens, a haggard spectre materialises from the shadows. "Urgh, what now?" Shenk grumbles. "Do not enter here!" the apparition wails, "We came seeking riches, but found only d - hey, do you mind?! I'm trying to do my thing here." Shenk grunts and barges through the incorporeal being. He immediately triggers a magical sensor that unleashes a barrage of arrows from hidden holes in the opposite wall. "I tried to warn you...." mutters the ghost, fading from view. Shenk fails his DEX save and is riddled with arrows. Fortunately for him, I only rolled 4 damage on 2d10. The two dead tomb robbers ahead did not fare so well against the arrows. Shenk pauses to loot their skeletal remains and finds 15gp and a silver ring worth 15gp. The passage ends at a majestic door adorned with silver inlays depicting the emblem of the Ironshield Clan. Shenk gives the door a shove and discovers it to be unlocked. The room beyond is freezing, the floor treacherous with frost. Shadows are darker than they have any right to be and the slightest noise produces echoes that last unexpectedly long. Six freestanding columns depicting armoured dwarven warriors support the ceiling of the tomb. In the centre of the room lies a sarcophagus carved from a single huge piece of unblemished white marble, fitted with hinges and clasps of pure mithril. As the heroes advance on the sarcophagus, an icy wind howls through the tomb. The door through which the party entered swings shut behind them. Enost cries out as the otherwordly wind knocks him off his feet. Suddenly, the stone sarcophagus cracks apart and the withered corpse of a dwarven warrior queen rises from the wreckage! She wields a flail in one hand and carries a shield in the other. What remains of her hair is braided into an elegant crown. The corpse-queen's eyes glow startlingly blue as she fixes the heroes with an icy, deathless glare. "I am Queen Freja Swiftsteel," the being says, "Long ago, I conquered vast lands and swept aside vast armies that thought themselves invincible. Now this tomb is all that remains of my clan. But I will protect its sanctitude. You are trespassing and you will pay for this intrusion with your lives." Initiative: Song > Queen Freja > Addan > Shenk > Enost Song opens the combat with Faerie Fire, but Queen Freja makes her save. The corpse-queen follows up with a melee attack against the bard, she crits for 13 bludgeoning damage against Song! That's not a great start. Queen Freja is enjoying herself though. Addan places Hunters Mark on the undead warrior queen and follows up with a shot from his (not so) trusty longbow. He hits for 11 dmg, reduced to 5 by Queen Freja's resistance to non-magical attacks. She barely notices that she's been hit. Shenk wades into melee with the corpse-queen, unconcerned that their two flails could easily get hopelessly tangled with one another, like two phone chargers left in a drawer overnight. Enost ends the round by casting Magic Missile (second level spell slot) for 12 force damage. Queen Freja whistles, calling two ghostly wolves to fight alongside her. Song casts Cure Wounds (second level spell slot) on herself to recover 14hp. Queen Freja grazes Shenk for a laughable 2 damage. Shenk actually laughs in her dead face. Then her ghost wolves bite him for 9 necrotic damage, which is less amusing. Addan takes another shot at the queen and imparts another 5 damage. Shenk crits for 13 damage, reduced to 6. Queen Freja is starting to look a bit battered. Enost moves to a position where he can catch Freja and one of her wolves in the cone of a Burning Hands spell, unfortunately they both make their DEX saves for reduced damage. Song considers casting Animal Friendship, but decides it probably won't work on ghost animals, and instead jabs Queen Freja with a bit of pointy metal, for all the good that will do. Queen Freja responds by clouting her upside the head. The ghost wolves continue harassing Shenk, but he holds their gnashing jaws at bay. Enost targets the corpse-queen with Magic Missile (first level spell slot) and ends her reign for good. With the defeat of their mistress, the two ghost wolves also disappear. The party are victorious!! In the wreckage of the sarcophagus, the heroes find a thick, battered journal bound in coarse, dark grey leather. The pages within are covered with lines of indecipherable runes and hastily scribbled maps. Enost pockets the book, hoping Bjorn Amberclan can help decipher its curious contents. Shenk claims the corpse-queen's flail (which turns out to be all kinds of magical) and her shield (which isn't). The party exit the tomb and return to Buckbridge. Bjorn is delighted when Enost presents him with Queen Freja's journal and immediately begins poring through its dusty pages. Bjorn asks the heroes if they will accompany him to the city of Winterhold as his bodyguards. He believes the book they recovered contains information vital to defeating the drow who threaten the city. The heroes agree and advance to level 4! Level 4 marks the first attribute increase, Enost bumped up his Intelligence and learnt two new spells; Sleep and Magic Weapon. Song increased her Dexterity and Charisma. Addan bumped up his Dex to 18 for that sweet +4 modifier and Shenk boosted his Strength and Constitution. TBC.... [/QUOTE]
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