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Scene: Their history, now complete

Proza

Their history, now complete. Alton Cal Xerton finds a scrap of note with a mention of his name. Written in undercommon, the note was found by hunters and relayed over and over again until it came in the hands of the Seers of the Land who informed him. Mentioning to him the location the note was found. Once the party heads down to the hidden lost treasure trove of historical knowledge they find two ancient adventurers bodies, died a long time ago, Alton Cal Xertons parents tried to gather stories and history for him to learn of, ultimately perishing in their final attempts to do so; now asking him to finish the final adventure they could not. (maybe after the dungeon, instead of before?). An attack is placed on the Seers of the Land headquarters by Takhisis, In order to preserve all future knowledge, she must be put back in her place.   The place is the last uncovered lost dwarven settlement of [Dirgarum]. This settlement is yet to be discovered by the modern world and any history keepers. Hidden between the greenery north of the Marakesh deserts, a small crevace opens down into a downwards cave system.   Okay fuck I'll do it, skull lord it is... IT does sound kinda cool right?  

The lore of Deveral, Dirgarum and Meghkohldur

  Thousands of years ago, at the height of Takhisis rage, she called upon the Shadowfell for additional armies and generals. Part of the this call to action was Deveral Saldean an ancient revived general from the material plane who was banished to the Shadowfell for his heiniuos and brutal strategies. He used his magic to torture and threaten any foe or friend into brutal compliance, only to betray any who lost their value to them.   Out of sheer fear of his potential in the afterlife, his body was banished to the shadowfell, only to be brought back by Takhisis when her wrath was at her highest. Deveral became a close second in command during the surface wars and it took a combined effort of Pelor and Boccob to use their divine powers to bury him in the deepest layers of the earth. In the heat of the battle, however, his body was buried and Deverals fate forgotten as he lied deep within the earth.   The Dwarves of Dirgarum discovered the buried remains of Deveral, despite being eons old, still largely intact and complete. The body still radiated powerful magic, yet seemed unmoving. As such, the body was being put on display in their local museum. However, as a the first slither of the seal on Takhisis started to fail, a spark of her magic brought Deveral back to unlife.   In a few years, Deveral used his knowledge of the past and the earth to gain power in Dirgarum as a source of ancient knowledge. Having used his abilities to protect the cities, amassing various undead, he gained the trust of every dwarf in the city. Then without warning at night, he slaughtered every single citizen in the city. Claiming it as his own domain, renaming this city as Meghkohldur (A bastardization of the dwarven words for 'enhancement' and 'revival'). Here he amassed more undead to guard and improve his settlement. Digging out and through sections of the city and reforming it into his own image.   A few hundred years later, two elderly dark elves came into the Meghkohldur entrance halls, being the first in many thousand years to follow the breadcrumbs that laid to Dirgarums creation, they were the first to rediscover the entrance. Sunken, deep down into a crevace, a crawlspace leads into the majestic gates of Dirgarum. Past the gates, a spiraling downwards slope is present. Here, a Eidolon guards these halls manning hundreds of Sacred statues (the total height is 50 stories with four statues on each floor.   Though, the pair fought bravely, destroying 6 statues in their final battle, they found themselves exhausted. Trying to escape, the Eidolon managed to cut off their escape by blocking the entrance with a set of three statues. Then, before the pair could escape, they were completely worn out and felt their own end drawing near. They found a crevace and hid themselves in it. Blocking any entrance with a permanent force cage that would only allow their own kind to enter safely. Here, they wrote out their final goodbyes to their son, the one who they've been writing all their stories for.   The statues destroyed appeared around the 8th and 9th floors. Their body is on the third. A secondary entrance on the first floor causes a permanent draft in the first 8 floors.  

Present day

 

The depths of devotion

  The Eidolon still guards the entrance, all fifty floors down and will any invader. Giggling like the evil Idol he is, ocassionally , his master Deveral will take over and welcome the party, especially past the 30th floor.   The bodies on the third floor are boned. With them is a tone with the title Cal Xertons pennas a i iar gobennas.   They still have a bunch of loot on their body, only Alton can approach.   Loot:
  • 164 gp
  • Spell Scroll (Cloud of Daggers) (uncommon, dmg 200)
  • Spell Scroll (Conjure Minor Elementals) (rare, dmg 200)
  • Spell Scroll (Fire Bolt) (common, dmg 200)
  • Spell Scroll (Fog Cloud) (common, dmg 200)
  • Cal Xertons pennas a i iar gobennas
  • Potion of Fire Breath (uncommon, dmg 187), This thin topaz serum smells fiery.
  • Potion of Healing (common, dmg 187) x2
  • Potion of Longevity (very rare, dmg 188), This thin elixir smells like urine.
  • Wand of secrets
  • Cloak of Elvenkind
  Deveral will:
  • Taunt them as soon as he figures out the relation between the bodies of the pair
  • Flaunt how he will take the surface together with Takhisis
  • Once the party defeats the eidolon and heads down all 50 stories, a big stone door opens to the next area.  

    The Guard Dog

      The heavy stonen door opens to a large room (50x150).   This room features a cliff, a bridge across it (ca 20 ft wide) and a castle like structure on the other side. The castle has closed thick stonen doors. Above the doors are the imitated castle walls, containing two enhanced archer dwarven skeletons. The ceiling is 25 feet high, making the castle as follows: 10 feet main wall/door, 5 feet floor, 10 feet vantage point.   Down below in the moat reaches another 30 feet down from the main floor. Here various rotten and wasted remains are present. Various incomplete skeletons, pieces of wood, small trinkets, hardly any of value. A good investigation check while down here yields a total of 2/d100 silver worth of materials. All bones are dwarven. Indiviual complete skulls can be found.   As soon as the party enters the death tyrant arises and initiates combat.  

    The ruins

      Here the last bits of intact Dirgarum remain. Various broken down buildings, damaged and sunken buildings. Through the center runs a oddly pristine road. Disconnected from the buildings around. Followign the road leads to a broken down bridge over an underground river.   Here the party is assaulted by a number of dwarven Ghosts and Other ghostly creatures. After the battle, the party can continue onwards into the outside of the castle of Saldean.  

    Castle exterior

      The outside of the tower is well guarded. Several archers and minotaur skeletons guard the castle entrance. After a long and (boring) fight the part followed Saldean to his private entrance and headed down inside the castle proper.  

    Castle proper

      The castle proper the party finds themselves in contains BIGGU BATTELU WITH SALDEAN!  

    Saldeans Hidden Catacombs

      Here Saldean kept all his riches as well as a small scroll Takhisis told him to hid down here. Delivered by the black serpents after they destoryed the library of the Seers of the Land in Marakesh. This is the second part to the Seraphic seal. Without this item, the spell can never be completed again.   Saldean has built an elaborate maze. And, upon his defeat, will release his presence over environment, causing the entirety of Meghkohldur to collapse, burying the second part of the spell forever.  

    Room one, elements of war

      'The pillars of combat'   Various 4 signets are present on the walls. All indicated with arcane runes indicating, offense, defense, knowledge, death. Any item or spell with briefly light up the rune, before fading.   If all four are activated at thte same time the door will open.  

    Room two, the odd mirror

      'Observe minuit details'   This room features a room sized mirror on one side. This mirror shows the room the players are currently in, however a few parts look different on the mirrored side:   Three arcane signs on the wall light up as parts are fixed.  
  • A vase in the corner of the room is in one piece (the real one is broken)
  • A large painting on the other side of the wall is ripped in the mirror (theirs is not)
  • A chair is present on their side of the room, but is not on the mirror side of the room (removing it or thoroughly destroying it opens the door)
  • Time loop room

      'Plan well'   This room loops time each time it isn't completed correctly.   The following effects happen in order in this room,  
  • A plant pot falls and shatters
  • A squirt of water hits the ground out a wall
  • A statue collapses on a button, breaking it completely.
  • A bowl with water falls and smashes on the ground
  • Guardian Angels

      'Strike at the opportune moments'   This room features 3 angel statues, their swords pointing towards a single tile of flooring in the room. On both sides of the walls there are 4 magical torches.   If the tile is stepped on all three statues rush forward and attack the offender.   Only in these moments the statues back is visible, here a unlit torch is present. Lighting these with the torches from the walls while they are attacking is the only way to lit the torches.   As soon as a statues' torch is lit, it stops moving. If all torches are lit the door opens.  

    A devotion proven

      'A devotion proven'   Four sigils are present here on four target dumies. A sigil of Boccob, Pelor, Beory en Takhisis. The party must destroy all dummies except for Takhsisis'  

    LOOOT

      The Seraphical Seal Scroll, Page 2/2 11000 gp 1500 pp diamond (500 gp) 3 x alexandrite (500 gp) 2 x aquamarine (500 gp) 2 x black pearl (500 gp) 2 x blue spinel (500 gp) 2 x topaz (500 gp) +3 Armor (leather) (legendary dmg 152) a bottle of silver dust (100 gp 21 lb) a silk altar tapestry (100 gp 4 lb) 20' of iron chain (10 gp 20 lb) a square yard of silk (10 gp 1 lb) a vial of silver dust (10 gp 2 lb)

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