In the city of Verania, death lurks beneath the streets. As merchants and peddlers sell their wares in
the market and peasants wander in shambling mobs, evil stalks from the depths
to snare unsuspecting stragglers and drag them below.
A particular merchant, a wealthy jewel dealer named Honsul,
has gone missing. The trail of Honsul’s
apparent kidnapping led constables to an abandoned temple in the outskirts of
Verania. This temple to some forgotten
god reflected the slums and ramshackle buildings that comprised this section of
the city, from an era lost in decay and ruin.
In the belly of this temple they found doors into dark catacombs. The constables went in, but only one
returned. The survivor raved about
monsters and death around every corner.
Now a reward has gone out, a call for adventurers and
heroes; to venture forth into that dungeon, to save the merchant Honsul, and to
lay waste to the denizens of those black warrens.
Answering the call are four daring travelers. Asril Ervang is a born warrior; she is a
tattooed giant skilled with an archaic great-sword. Sertan Vesray is a roguish swashbuckler, keen
with his rapier and a set of lockpicks.
Durn Ummos is a cleric of Luura the Shining One, bringing healing and
light to the darkness. Issendath is a
deadly wizard who has stepped from the shadows of his mentor to prove his
worth. Together they entered the temple and found the doors to the
dungeons.
1). The entrance was a room filled with rotten furniture and the
dust of time. Further in, a path split
to the west and to the east. Sertan’s
sharp eyes and with the help of his lantern saw footprints more focused to the
east. Brave Asril clutched her
great-sword and led the group to the east to a simple wooden door. She pushed it open. (Entrance)
2). A corridor beckons them, with a tunnel that splits to the
north with paths east and west, and a door ahead facing east. There is nothing visible within these halls,
so Asril approached the door to the east and opened it. (Empty, Search empty)
3). A narrow short corridor headed north to a door. Yet in front of the door are seven short
goblin swarmlings. These diminutive
goblins were kneeling, like in prayer, as they faced the door to the north. Asril led the charge with Sertan beside
her. Her great-sword cut two of the
swarmlings down before they realized they were not alone. They desperately drew weapons and tried to
attack back, but for naught. Asril
cleaved through the remaining small monsters, scything through their limbs and
bodies like chaff. Sertan spied 4 gold
among the little bodies. Durn held a
brief prayer, clutching his holy symbol to the Shining One, and the group
opened the door to the north. (Vermin,
Warrior exploding 6)
4). The room before them was a square with no other exits. A worn white carpet led to a gilded wood
throne on a short dais. A cloaked
figure, feminine in form, sat upon this throne.
She stood as the party entered the room and pulled back her hood. A Medusa!
Her snake-like hair hissed and a pulse of vile energy lanced towards the
heroes. Asril took one step and suddenly
her body froze, her entire form petrified into stone. Sertan had tried a somersaulting roll but the
Medusa’s gaze latched onto him and he became stone as well. Durn placed his hand on Asril’s frozen
shoulder and called forth to Luura, bathing the statue in a brilliant light,
which freed the warrior. Issendath
pointed to the Medusa and called forth the winds of magic, and a bolt of
lightning struck the monstrous figure.
She reared back, fearing for her life.
Asril, now not bound by the Medusa’s petrifying gaze, leapt upon the
dais and hacked the fiend down. Durn
blessed Sertan, freeing him as well from a stone form. Asril found a scroll with a protection spell
which she handed to the wizard.
Issendath felt invigorated by this stretching of his arcane talent. The group headed back out to take the first
corridor, heading north and to the east.
(Boss, Wizard leveled up)
5). There was another corridor before them heading east, with a
door on the northern wall. Although
appearing empty, Sertan found a discolored stone along the wall. As he tried to pry it open, a horde of twelve rats
scurried from the shadows behind the group, to leap upon the cleric and
wizard. Durn used his mace the best he
could, smashing aside the vermin, but tiny teeth were able to get through his
armor. Issendath recited a deadly
incantation and unleashed a fireball, incinerating scores of the rats. With the rats destroyed, Sertan pulled out
the stone and found a pouch containing 96 gold.
Now the heroes chose the door to the north. (Empty, Search, Hidden Treasure, Alarm,
Vermin)
6). A narrow short corridor goes north to a door. Sertan spots a clue in the dust along the
floor. It appears to be a piece of
cloth, a rich fabric and not yet covered by grime. This must be from the kidnapped merchant. Determined the adventurers open the door to
the north. (Empty, Clue)
7). This room has a path heading east and west. Sarcophagi line the northern wall. An ancient dread feeling occupies the
room. As the group heads to the eastern
door, one of the sarcophagi explodes open.
Out shambled a mummy! The
cadaverous form, wrapped in funereal linen, swings rotted limbs at the cleric,
a hated beacon of light in its evil eyes.
Asril and Sertan both cut at the mummy, but Durn is able to channel
divine wrath, felling the undead monster.
The cleric spent a moment to pray to the Shining One, to free the evil
spirit that had dwelled in the ancient carcass.
Sertan found a healing potion hidden among funeral shrouds. The team took the door to the east. (Special Event, Wandering Monster, Boss,
Cleric leveled up)
8). This was a square room, unoccupied except for chains and
shackles along the walls. A couple
skeletal remains were still held fast in these restraints. Sertan found another clue. It appeared the merchant had been held
captive in this room at some point. They
were closer to finding him! Back to the
west they went. (Empty, Clue)
9). A round room held a door to the west. A circle of columns surround the room, with
the wreckage of stone benches littering the floor. Two giant centipedes scurry over the rubble. Asril cut the large insects down before the
group took the western door. (Vermin)
10). Another small corridor lies before them, with a door to the
north and one to the west. Strangely a
handful of gold coins are scattered on the floor, 8 of them. They take the north door. (Treasure)
11). A corridor goes north with a hall branching off west, with a
junction at the end of the western path.
Asril started along the corridor when abruptly the floor gave way
beneath her. A trapdoor! The warrior hit the bottom with a cursed
shout. As she brushed herself off she
spotted 7 gold lying in the hole with her.
Sertan lowered his rope so Asril could climb out. They decided to head back and take the door
to the west. (Treasure Protected by a
Trap, Trapdoor)
12). The corridor before them curls around to the south and east
and has a door to the west. But two
trolls were there. The warrior and rogue
advance, cutting one of the monsters down.
Sertan is hit back, dropping to one knee. Asril quickly kills the second one. Together they chop the trolls to pieces to
prevent them regenerating. In a pouch
carried by a troll they find jewelry valued at 130 gold; possibly belonging to
the kidnapped merchant. They take the
western door. (Minions)
13). A small corridor has a door to the west. Nothing of interest was seen. They take the door to the west. (Empty, Search empty)
14). The large room has a door to the north and to the
south. Shattered stone coffins are
haphazardly placed throughout the room.
Four zombies shamble out of their ancient caskets. Asril beheaded one of the undead. Then Durn brought forth divine energy into
his mace and with righteous fury destroyed the remaining zombies. The heroes chose the door to the south. (Minions, Cleric exploding 6)
15). Another small corridor it has a door to the east. It was empty.
They take the eastern door.
(Empty, Search empty)
16). A room has a long corridor stretching to the east to a
door. Six skeletal rats greet them. Asril accounted for three of the undead. Durn smashed two of them and Sertan handled
the last one. To the east they go. (Vermin)
17). A corridor leads to a large room with a door to the
east. Four goblins sprang up as the team
entered the room. Asril attacked,
claiming one of the creatures. Sertan
sprang into action; impaling one goblin, disemboweling the next, before decapitating
the last. They find 5 gold on the
corpses. Through the east door they
go. (Minions, Rogue exploding 6)
18). This room was similar to the one they found earlier, with chained
skeletons along the walls. Sertan found
another clue. The merchant was most
definitely in this dungeon and had been in this room very recently. They were closer. Back the way they came! (Empty, Search, final Clue, Someone Imprisoned)
* 16 * In the room they had killed the skeletal rats they were
ambushed by nine hungry rats. Issendath
and Durn were both bitten by the rabid pests.
Asril retaliated in frenzy, killing four. Sertan claimed three with his rapier and Durn
finished off the last two. (Wandering
Monster, Vermin)
* 15 * As they cross into the corridor just south of the room they
found the zombies, a bellowing beast bull-rushed the party from behind. A Minotaur!
Issendath was slammed against the wall.
Durn hit the monster. The
Minotaur hit the wizard again and Issendath was on the precipice of death, his
body mangled and bleeding. Durn used his
divine energies to heal all of the wizard’s wounds. Issendath conjured forth a bolt of arcane
lightning onto the monster and Durn hit the beast one final time to finish him
off. Asril was enraged by these monsters
constantly surprising them, she vowed to get the team out of this dungeon in
one piece. Sertan found a potion of
healing on the Minotaur. They crossed
the room they fought the zombies and took the door to the north. (Wandering Monster, Weird Monster, Warrior
leveled up)
19). This room had a door to the north and east. But the party did not need to go any
further. The target of their quest was
before them. Honsul, the kidnapped
merchant, was shackled along the western wall.
But standing over him was the largest ogre they had ever seen. This massive monstrosity was a towering brute
of muscle and carnivorous appetite.
Asril swore vengeance, cutting the giant ogre across its large
belly. Durn scored a minor wound on the
monster. Sertan used his lockpicks and
began trying to free Honsul from his shackles.
The ogre hit Asril, ripping apart her armor. The warrior spit blood and dove forward,
driving her great-sword deep into the chest of the ogre. The ogre fell. Honsul was freed. Asril searched the ogre to find a pouch with
100 gold. Issendath sought to focus his
arcane energies in preparation for their return trek through the dungeon, but
he still felt weak from his near death experience by the Minotaur. The group made their way back to the catacomb
entrance. (Boss, Final Boss, freed
Prisoner, Wizard failed level up)
* 5 * The team was only three areas away from the doors out of the
dungeon when a strange croaking sound came at them from behind. A vampire frog pounced on Issendath, biting
him in the arm. Durn was able to swiftly
kill the frog. From its bloated remains
the cleric found a scroll with the sleep spell, which he handed to the
wizard. They only had one corridor more
to go before they would reach the entrance area. (Wandering Monster, Vermin)
* 2 * The long corridor abruptly echoed with a familiar bellowing
sound. A Minotaur charged into the rear
of the group, knocking aside Durn.
Issendath hastily brought forth the scroll he had just received, casting
a sleep spell on the Minotaur. As the
beast collapsed, Asril moved forward to finish it off. She found a magic bow hung from its
belt. On to the entrance area they
went. (Wandering Monster, Weird Monster)
* 1 * The entrance area was unexpectedly filled with flying
darting figures. Seven vampire bats
descended from the ceiling. Durn and
Issendath were both bit. Sertan cut down
two of the bats. The cleric swiftly cast
healing energy on the wizard, saving Issendath from death once more. The wizard gathered his power and released a
fireball, scorching four of the bats. Sertan
was bit as the last vampire bat decided to fight to the death. Asril swung and tore through the last
bat. Bloodied and very weary, the party
and the rescued merchant exited the dungeon.
(Wandering Monster, Vermin)
The heroes led Honsul to safety. The merchant gladly gave his rescuers
jewelry, a pile worth 140 gold, and a magical ring of teleportation. Together the adventurers made their way to an
inn, to recuperate and to plan how they would spend all the treasures they had
accumulated. They would have scars and
memories to remind them of the day they braved danger to save an innocent
man. Meanwhile, they had gold to spare
and the city of Verania had plenty to sell to those with wealth to share.
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Final party sheet after the dungeon. |
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Final dungeon. |