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A large room, with a beautiful mural of the desert sky on the ceiling. Notable for the constellations of stars, which loosely match those seen by the Companions during the [[Save the Last Dance]] adventure. | A large room, with a beautiful mural of the desert sky on the ceiling. Notable for the constellations of stars, which loosely match those seen by the Companions during the [[Save the Last Dance]] adventure. | ||
===Landor's Rest=== | ===Landor's Rest=== | ||
Much to the surprise of the Companions, this chamber is the tomb of [[Landor Caladon]] -- [[Lelani Caladon's | Much to the surprise of the Companions, this chamber is the tomb of [[Landor Caladon]] -- [[Lelani Caladon]]'s late husband and murderer. He lies atop a Crystal Pillar, in the center of a magic circle composed of equal parts arcane runes and symbols closely resembling the shapes of the constellations in the Chamber of Eternal Stars. | ||
Clutched in his hand was a scroll, on which he wrote his final {{pdf|Landorslast.pdf|journal entry}}. It warned against tampering with the residents of the level below. | Clutched in his hand was a scroll, on which he wrote his final {{pdf|Landorslast.pdf|journal entry}}. It warned against tampering with the residents of the level below. | ||
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;What can you tell me about the guardians of the temple?:''They are eternal and powerful. They await the coming of the worthy. They gave up life to protect all life. Each one left their legacy behind.'' | ;What can you tell me about the guardians of the temple?:''They are eternal and powerful. They await the coming of the worthy. They gave up life to protect all life. Each one left their legacy behind.'' | ||
;How do we get the relic?:''Prove yourself worthy to carry it.'' | ;How do we get the relic?:''Prove yourself worthy to carry it.'' | ||
===Chamber of Dreams=== | ===Chamber of Dreams=== | ||
A large room with huge gold double doors at one end, and a magical ''sleep'' enchantment throughout. The doors were magically locked and trapped. Beyond them is a staircase leading to Level 2. | A large room with huge gold double doors at one end, and a magical ''sleep'' enchantment throughout. The doors were magically locked and trapped. Beyond them is a staircase leading to Level 2. | ||
Revision as of 09:43, 2 September 2009
A multi-session and complicated adventure that started in Velora, moved to Hotempa and culminated in the Temple of Eternal Stars, this was one of the touchstone adventures of the campaign, and introduced Baelwren SummerStorm to the Companions of the Rising Sun.
Intro
The introductory phase of this adventure is detailed in the Intro flowchart
. It takes place about four weeks after the events of the Wreck of the Venerable Drake.
Auction
It started off with an auction, at which was rumored to be sold some gear belonging to the Blood Fists, whom the party believed responsible for an attack on them during the affair of the Wreck of the Venerable Drake. The Companions purchased a set of tack, which was marked with the logo of the Carriage House, a Velora stable and outfitters. The saddlebags contained, among other things, two books - a copy of Red Day Dawning, and the Librera. It had belonged to Salah Abdul Rashid, the sorcerer of the Blood Fists that attacked the Companions.
Books
Folded inside Red Day Dawning was a letter
, which described the Companions and their next mission in great detail, and also instructed the bearer to retrieve the Breath of the Four Winds and the Heart of the Endless Sea by whatever means required.
Tucked inside the Librera was a chart
, which appeared to detail someone's attempts to figure out the composition and organization of the Blood Fists. The chart was, however, damaged, and much appeared to be in code. However, one name was given in the notes.
Finally, scrawled inside the cover of the Librera was a prayer of some sort, titled the Litany of the Blood Fists
.
Combined, these items seemed to indicate that one Thurbold Vec, in Velora, was worth investigating.
Velora
Traveling to their hometown, Velora, the Companions discovered that Vec had purchased the Carriage House. The Companions were attacked nearly as soon as they arrived, by some thugs hired apparently for that purpose. Vec's office had been abandoned, but left with traps for the Companions. Once the traps had been disabled, they discovered a second letter
, this one signed by Thurbold's hand and instructing the bearer to eliminate the Companions and retrieve the Breath, and then meet Thurbold in Hotempa.
The Companions naturally decided to proceed to Hotempa, in hopes of finding out just why they kept being attacked, and what was so important about the amulets they carried.
Desert Roads
Venturing into the desert was a first for all the Companions. Though most of the journey was uneventful, they did have one memorable encounter with the Lonely Roads Band - a group of traveling undead bards, which nearly ensnared them with their mystical music and drained them of all life.
Hotempa

Hotempa is a largish city in the desert, last true civilized location before the empty waste. It is full of rumors, lies, backstabbing, and innuendo - a web of cross-information and complexity. Who knew what, and what they would tell the party is detailed in the Information Web
and the Information Key
, which are themselves keyed to the Hotempa Map (see the Hotempa page for more detail).
Most importantly, the party learned that there was a chance - though slim - that Vec was not what he appeared, but was instead a member of the Order of the Holy Compass - the Mage Hunters - and was using the Blood Fists as a front or as muscle in some covert operation.
Preparations
After learning that two groups of people - one of which was led by Thurbold Vec - had recently headed out to the Eastern Desert, the Companions began to prepare for an excursion into the desert themselves. They replaced Nigel's armor with a custom-made ceramic breastplate, and hired a guide: Baelwren SummerStorm, who, in the initial interview, drank Jericho under the table.
Desert Excursion
After suitable preparations were made, the party ventured out into the desert, following Baelwren's guidance. The soon encountered Thurbold Vec himself, dying in the wasteland. Obviously the victim of an ambush, he confirmed that he was a member of the Holy Compass, and told the party that he was attacked by his niece, Carriyn bint Vec. She intended to claim the amulets for herself, and had continued on to the Temple of Eternal Stars. He then died.
Welcome to the Temple of Eternal Stars
The entrance to the Temple of Eternal Stars stands some 70 feet off the floor of the desert. By the time the Companions caught up, Carriyn and her retainers were already in the Temple. Forced to climb, the Companions had a near escape with disaster when Jericho slipped and fell, nearly dying from a grave concussion. Fortunately, Nigel's ability to lay on hands cured the most grievous of his wounds, allowing him to heal himself the rest of the way.
We Are Not Alone
Upon ascending to the entrance, the party found the Temple to be occupied by more than just Carriyn's group. A team of scholars calling themselves The Archeologists was in residence, doing research on the old temple and attempting to figure out how to open the doors to the lower level.
Though disparing of the odds, Carriyn's group attacked the Archeologists, and both they and the Companions discover how disturbingly deadly a mid/high level fighter and rogue working together can be. Carriyn's retainers were sliced to ribbons in mere moments, and Carriyn herself surrendered. She was captured, bound, and locked into a room in the Temple the Archeologists called the Chamber of Solace, a magically dark, silent room with a strong lock.
She later escaped, of course.
The Archeologists
See the Archeologists page for more details on these unique adventurers.
Temple, Level 1
The first level of the temple consists of 8 locations.
Archeologists quarters
Once a common room, this is the room that the Archeologists have chosen as their bunk/mess hall.
Library/Workroom
A room full of ancient scrolls and tomes, as well as the reference materials the Archeologists brought with them.
Chamber of Solace
A magically dark, silent room usually used for meditative purposes.
Mummification Room
Filled with the stench of embalming fluids and rotten linens, this room is where the ancients prepared their dead for the journey to the afterlife.
Bedchamber
Apparently once belonging to a highly-ranked priest, this chamber is beautifully furnished but currently unused.
Chamber of Eternal Stars
A large room, with a beautiful mural of the desert sky on the ceiling. Notable for the constellations of stars, which loosely match those seen by the Companions during the Save the Last Dance adventure.
Landor's Rest
Much to the surprise of the Companions, this chamber is the tomb of Landor Caladon -- Lelani Caladon's late husband and murderer. He lies atop a Crystal Pillar, in the center of a magic circle composed of equal parts arcane runes and symbols closely resembling the shapes of the constellations in the Chamber of Eternal Stars.
Clutched in his hand was a scroll, on which he wrote his final journal entry
. It warned against tampering with the residents of the level below.
The Companions, perhaps against their better judgement, elected to cast speak with dead on the corpse of the late priest, and were granted two questions
- What can you tell me about the guardians of the temple?
- They are eternal and powerful. They await the coming of the worthy. They gave up life to protect all life. Each one left their legacy behind.
- How do we get the relic?
- Prove yourself worthy to carry it.
Chamber of Dreams
A large room with huge gold double doors at one end, and a magical sleep enchantment throughout. The doors were magically locked and trapped. Beyond them is a staircase leading to Level 2.
These doors opened at the approach of the Companions. Later discussion revealed that the Archeologists had been working for weeks to try to get the doors open, and were never successful. It is theorized that, by virtue of possessing some artifacts of the High Magic, they were deemed worthy to enter.
Temple, Level 2
This level consists of a long, wide hallway, with a large set of double doors at the end, and six small chambers off each side. The doors at the end had ten keyholes in them, and were locked.
Each of the smaller chambers was the final resting place of one of the Temple's guardians.
Zerk's Tomb
Zerk was known as the Tenacious, for his refusal to quit a task once accepted.
He was animated as a mummy. The Companions defeated him quickly, and found a key amongst the rags with which he was wrapped.
Jolas' Tomb
Jolas was known as the Desert Bear, for his special connection to the animal world.
The Companions were attacked by a pair of zombie dire bears, and fought a pitched battle with them. A key was found on a loop of mouldering ribbon around one of their necks.
Dosher's Tomb
Dosher was known as the Hidden.
This room was filled apparently with broken junk. The Companions found a key amongst it only after a long search.
Pediah's Tomb
Pediah was known as the Light of the Desert, for her friendship with the Desert Wisps.
The Companions bypassed a poison lock on the door here, and fought a pair of flame-spewing desert wisps. They found a key in one of the clay urns scattered around the chamber.
Esomelech's Tomb
Esomelech is known as the Keeper of the Chronicle.
Here, the party found a surprise. Rather than a fight, Esomelech lived, as a Deathless mummy. He asked for news of the outside world, which he added to his already full library. He willingly gave the party his key, and advised them wisely about the dangers they yet faced. When last they saw him, Esomelech was still writing on a scroll, keeping his Chronicle up to date.
Eitan's Tomb
Eitan was known as the Collector of Dreams.
One of the most beautiful and foreboding of the tombs, this room is dark and glitters with tiny sparkles of light.
Eitan lies in his sarcophagus, and there was no key to be found. The Companions eventually puzzled out that they had to share a true dream. Jericho spoke of a time when his leadership on a dangerous quest would no longer be needed; Nigel spoke of fighting and dying gloriously in the service of ORB, and so on.
Things got tense, though, when Baelwren, who had claimed to be a bard, spoke of her dream of a time and place where those of arcane power would no longer be persecuted.
When all present had told of their deepest dream, a key appeared in Eitan's hand.
Dati's Tomb
Dati was known as the Jungle Queen, and her tomb is filled with verdant foliage.
Some of the flora proved poisonous, but fortunately the Companions avoided it and safely retrieved Dati's key from its bed in the moss.
Chinoar's Tomb
Chinoar was known as the Thief, for his love of traps.
Where previously all of the tombs had been small rooms, this chamber had a hallway at the back that wound around in ever-decreasing lengths, forming a squared-off spiral. The hallway was chock full of traps, but each of them seemed to have been bypassed by a clever and patient thief.
Proceeding with caution, Kimo and Regina followed the spiral to a small central chamber, where they found what they believed to be the body of the thief, clutching a small box and burned beyond recognition.
When they took the box from the body, they heard the adventurer's most feared sound. It was not the roar of a dragon, nor the clomping of the boots of a battalion of orcs, nor even the chittering of a rust monster... just, a small, simple, *click*.
At this point, Regina turned to Kimo, and said, simply, "Run!".
Moving at top speed, they ran through the spiraling hallway, hearing traps resetting themselves behind them. Kimo and Regina both slid out ahead of the final trap, but Nigel, who had been waiting some short distance inside the hallway, was not so quick. He did prove lucky, though, as a pendulum blade trap caromed off his brand new ceramic breastplate and didn't hurt him.
Contained in the box, which they fortunately remembered to bring, was Chinoar's key.
more in progress
Mosaicfloor.jpg
Hieroglyphpuzzle.png
Cold and dark, this hallowed tomb Shall remain, drained of her beauty. Until once more I look Upon dawn’s gilded face
Landorslast.pdf
This was a large complex, filled with traps, encounters, and information. WORK IN PROGRESS