Into a Cold Dark City

The team get to try for the Black Elf City. They may have to get past the guardian of the entrance and avoid the White Kobolds.

Plot points/Scenes

The team start getting ready to travel. When in Orms they are able to grab any last minute items they feel they may need, and that foesn't deprive the locals of needed resources. These are to be returned when finished. They are then shown the way to the old Black Elf City.   They can easily reach the area to begin with then they start to hit the slow climb upwards. The area is rough, with patches overgrown and icy conditions apparant. There is the odd trap laid by the Kobolds: a mix of spiked pit traps, and spiked armatures triggered by tripwires. These require a DC 15+ Dexterity saving throw to avoid taking 6 2d6 piercing damage.   Also the Kobolds may try to temp the team members into marshu wet ground to trap them and cause 3 1d6 cold damage per minute in the feature. This can potentially cause the effects of being Prone too in the meantime until getting out.   Many of the tracks lif any go up to the mouth of the city cavern.   When the team gets there, they find they have to cross over an area that has been hit by a number of avalanches from higher up the mountain. This region can be dangerous as the only way in is over the top of the ice & snow. It is about 20 feet tall and falling will cause them to be knocked prone, and take 3 or 6 bludgeoning damage - 1d16or[roll:2d6 damage.   All the time they hear strange screeches and yowls. When they make it over there is the chance they wil be surprised by one or more Yeti, who will attack them. If got passed, they will get into the cavern and can explore the cuty. Working out where the palace is easy and they need to find it to get the Cloak of Darkest Night, and any other treasure.   All the time they may run into the same traps as they have already encountered along with possible rock falls and fallomh in general. The usual rules apply where they can slip or get pushed off and any 10 feet causes 3 damage 1d6 bludgeoning damage foir every 10 feet, being being knocked Prone in the process. Random levels can be used by the correct rolls 1d4   *4 to work out the levels randomly.   All the timne any Yeti may be stalking / hunting them along with any Kobolds.   Birgin may appear too to annoy the players and force them onwards. Him and/or the Kobolds can be distracted by offering them the remains of the treasures they find.   They have to check beside the throne room in the Palace to find the rteasury. When in they will notice that there is four vaults, the first left & second right vaults are pretty much rubble, and empty. The second left down the stairs contains the Cloak of Darkest Night, and the first right contains 1500 silver pieces & 10 pearls   The latter also has a trap. A light ges flame is in the far wall, and stepping on any of the stones (two to three stones) deep will release a massive amount of gas, causing it to be lit turning into a large fireball. A DC 15+ Dexterity saving throw must be made to take half damage but a fail will lead to 16 4d6 fire damage.    Any of the traps can be found usingSleight of Hand, Nature or Survival Proficiences.   After this they can escape. They may still be persuied by the Kobolds and/or Yeti as far as the village of Orms. If the silver & pearls are left and the Kobolds and/or Birgin knows about it they may be able to bargain with them to be left alone leaving any surviving Yeti.   From there they ca nstay a while in Norway or travel back down to Eshbach. Along the way they may be attacked randomly by indivial or small bands of Shadar-Kai looking to get the Cloak.
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