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11.2 Continued Tomb Robbing
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I will stop gaming when they pry the dice from ...
11.2 Continued Tomb Robbing
«
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09 May 2015, 00:37:57 »
Taran – Half Elf Fighter/Priest of Mannanan Mac Lir, cousin to Carinne and Galvish
Carinne Rhianne Talynnart – Half Elf Ranger/Mage, Cousin to Taran and Galvish
Krachtig – A Rich and Heavyweight Gnome
Galvish – Half Elf Fighter/Thief, Cousin to Taran and Carinne
Barrigan Stonebeak – Dwarf Fighter/Priest, Company Engineer.
Lanneus Tuard – Paladin of Manannan Mac Lir
2/2/13
Valley of the Kings Continued
We arrive back at the Sultans Palace with his daughter and the family is reunited. The Sultan is overjoyed at his daughter’s safe return and proceeds to reward the party with their hearts desires.
Krachtig gets his weight in gems, the Sultan is astounded at how one so short can be so heavy.
Taran gets thoroughbred war and riding horses to allow him to start a breeding program.
Galvish gets a powerful protection ring.
We ship our hard won reward back to Jans Landing and continue our search of the tombs in the Valley of the Kings.
Before we enter the next tomb a number of beings rise from the sand and prove very difficult to hit. Barrigan uses a Stone to Flesh spell to allow him to use his axes on the creatures, Taran casts Rock to Mud and makes a muddy puddle out of his opponent. Meanwhile swords and maces pass harmlessly through these creatures and it is not until Galvish looses some arrows and manages to damage the creatures. From this we determine that only wood will harm the beasts and the party switch to butts of spears to beat the creatures down one by one.
The party approaches the entrance to the tomb and after Krachtig kindly triggers one of the traps on the entrance we go inside. Krachtig and Galvish then earn their keep by removing a succession of traps which allows us to enter the first room. A series of steps lead down to a sarcophagus at the center, as soon as we step inside four iron statues move to attack us. These Golems are only hit by superior magic weapons causing Taran to ditch one sword and grab his shield. After we destroy the last of them we remove the lid of the sarcophagus and a banshee rises up and wails, luckily none of the party succumb to this deathly howl and Lanneus, Barrigan and Taran rain blows on this undead creature, returning it to the grave. Galvish finds his swords are ineffectual against the Banshee.
A side room holds a number of funerary trappings and a bunch of specters. Lanneus is touched by one of these foul beasts and a cold grips his heart. We defeat these apparitions and heal up our Paladin.
We head into the main chamber and when Lanneus approaches the dais his helm glows blue indicating the presence of undead in the room. Sure enough the tombs occupant throws the lid off his coffin and simultaneously skeletons around the edge of the room rise up, couple this with two more iron golems we decide it’s time to enter into dialogue. Taran barters with this undead king and after finding that the shard of the sun is not in this kings possession makes some reparations and finds that we can safely skip the next three tombs.
We leave without the usual looting and on the way back to camp are set upon by huge rhinoceros beetles, in the midst of this combat four assassins attack us from behind. Krachtig is briefly knocked down but we fight back and kill off these holy slayers. Upon careful questioning of the dead we understand that Ibn-Al-Haseer the Assassins Guildmaster has sent these foes against us in retaliation for us killing off a number of the death cult Ka’s people whilst rescuing the princess.
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