Zombies and Skeletons
Zombies and Skeletons
After taking a well earned rest at Winterhaven, the five adventurers stock up on sun rods and head out for the Keep. Once again, a crowd of villagers gathers to show their appreciation and cheer them on their way.
They arrive at the Keep's dungeon and find it deathly quiet, the bodies of the dead goblins still lay where they fell. Heading south they soon arrive at the large stone door. After a short discussion they open it. The slight equalling of air pressure brings with it an overpowering odour of damp rot. Slowly and stealthily the adventurers edge their way down a discoloured stairway into darkness. The light from their sun rods reveal stone corridors branching off in all directions.
Scouting ahead, Happy Angel peers round a corner and sees a room to the south, filled with zombies. The zombies are still and unmoving. Searching down the other corridors they find their way blocked by strange markings on the floor. Unwilling to pass them, they ask Moonscale to inspect. He declares them to be rune traps, designed to trigger some kind of dark magic should anyone step too close.
Assuming that the rune traps are there to summon the zombies, the adventurers choose to tackle them on their own terms had head back to the room. The undead haven't moved and don't react until the party enter the crypt and attack. The fighting conditions are cramped but the zombies are soon destroyed with little damage to the living.
Continuing to head south they enter a long chamber, stretching east to west and lined with massive stone sarcophagi, five on each wall. Pontuus and Happy Angel take turns opening a sarcophagi, finding each one empty. Which would be fine if the sound of taps and scratching hadn't come from them moments earlier. To the east, the corridor opens into a larger room, with a silvery light drifting from above. The ceiling depicts a regal dragon flying across the sky, while on the walls knights in plate armour kneel in prayer.
As Happy Angel enters the larger chamber, the sound of concussive bangs ripples down the corridor as the ten sarcophagi open and skeletal warriors claw their way out. The party are separated into groups with Alykacha and Moonscale at one end, Happy Angel at the other, and Haagan and Pontuus in the middle.
The skeletons down the length of the chamber start to fall quickly to the party's onslaught, but the two that have cut Happy Angel off from the rest of the team, seem to be hardier constructions. Pontuus and Haagan fight their way through the skeletons and come to Happy Angel's aid, while she uses her fey magic to regroup and together they destroy the last of the undead guardians.
Silence once more descends upon the room as the group explore the larger chamber. Moonscale translates the Draconic script on the altar and Haagan discovers five silver and platinum dragon statues hidden in a secret compartment. As Pontuus and Happy Angel argue loudly over whether or not to take the statues, a second wave of explosions announces the arrival of another ten skeletons. As the skeletons advance, Happy Angel kneels down in the centre of the room and repeats the prayer written on the altar. The skeletons keep coming. Pontuus kneels down in front of the altar and repeats the prayer and thankfully the undead are dispelled.
Gathering themselves together the explorers open two large doors on the eastern wall. The room beyond the doors reveal steps to a large stone coffin, carved in the shape of a knight. This must surely be the final resting place of Sir Keegan, the Paladin so cruelly driven mad by the Shadowfell? Happy Angel loudly disparages the knight, berating him for failing in his duty and together with Pontuus she attempts to move the coffin's lid. The lid explodes in a shower of dust and light and the two transgressors are pushed back down the steps. Slowly a skeleton, armoured in plate, rises out of the coffin. Its breastplate is emblazoned with the symbols of Bahamut and in its hand it raises a longsword. In a powerful and angry voice it declares, "The rift must never be reopened! State your intentions, or prepare to die!"
XP
Zombie Rotters: 5x38=190
Zombie Walkers: 2x125=250
Decrepit Skeletons: 8x25=200
Skeleton Warriors: 2x150=300
Total=940
After taking a well earned rest at Winterhaven, the five adventurers stock up on sun rods and head out for the Keep. Once again, a crowd of villagers gathers to show their appreciation and cheer them on their way.
They arrive at the Keep's dungeon and find it deathly quiet, the bodies of the dead goblins still lay where they fell. Heading south they soon arrive at the large stone door. After a short discussion they open it. The slight equalling of air pressure brings with it an overpowering odour of damp rot. Slowly and stealthily the adventurers edge their way down a discoloured stairway into darkness. The light from their sun rods reveal stone corridors branching off in all directions.
Scouting ahead, Happy Angel peers round a corner and sees a room to the south, filled with zombies. The zombies are still and unmoving. Searching down the other corridors they find their way blocked by strange markings on the floor. Unwilling to pass them, they ask Moonscale to inspect. He declares them to be rune traps, designed to trigger some kind of dark magic should anyone step too close.
Assuming that the rune traps are there to summon the zombies, the adventurers choose to tackle them on their own terms had head back to the room. The undead haven't moved and don't react until the party enter the crypt and attack. The fighting conditions are cramped but the zombies are soon destroyed with little damage to the living.
Continuing to head south they enter a long chamber, stretching east to west and lined with massive stone sarcophagi, five on each wall. Pontuus and Happy Angel take turns opening a sarcophagi, finding each one empty. Which would be fine if the sound of taps and scratching hadn't come from them moments earlier. To the east, the corridor opens into a larger room, with a silvery light drifting from above. The ceiling depicts a regal dragon flying across the sky, while on the walls knights in plate armour kneel in prayer.
As Happy Angel enters the larger chamber, the sound of concussive bangs ripples down the corridor as the ten sarcophagi open and skeletal warriors claw their way out. The party are separated into groups with Alykacha and Moonscale at one end, Happy Angel at the other, and Haagan and Pontuus in the middle.
The skeletons down the length of the chamber start to fall quickly to the party's onslaught, but the two that have cut Happy Angel off from the rest of the team, seem to be hardier constructions. Pontuus and Haagan fight their way through the skeletons and come to Happy Angel's aid, while she uses her fey magic to regroup and together they destroy the last of the undead guardians.
Silence once more descends upon the room as the group explore the larger chamber. Moonscale translates the Draconic script on the altar and Haagan discovers five silver and platinum dragon statues hidden in a secret compartment. As Pontuus and Happy Angel argue loudly over whether or not to take the statues, a second wave of explosions announces the arrival of another ten skeletons. As the skeletons advance, Happy Angel kneels down in the centre of the room and repeats the prayer written on the altar. The skeletons keep coming. Pontuus kneels down in front of the altar and repeats the prayer and thankfully the undead are dispelled.
Gathering themselves together the explorers open two large doors on the eastern wall. The room beyond the doors reveal steps to a large stone coffin, carved in the shape of a knight. This must surely be the final resting place of Sir Keegan, the Paladin so cruelly driven mad by the Shadowfell? Happy Angel loudly disparages the knight, berating him for failing in his duty and together with Pontuus she attempts to move the coffin's lid. The lid explodes in a shower of dust and light and the two transgressors are pushed back down the steps. Slowly a skeleton, armoured in plate, rises out of the coffin. Its breastplate is emblazoned with the symbols of Bahamut and in its hand it raises a longsword. In a powerful and angry voice it declares, "The rift must never be reopened! State your intentions, or prepare to die!"
XP
Zombie Rotters: 5x38=190
Zombie Walkers: 2x125=250
Decrepit Skeletons: 8x25=200
Skeleton Warriors: 2x150=300
Total=940