Dungeons of Thistlemoor 10 // Beast, Alchemist, and Door 🚪
November 18th, 1025. Autumn. Cloudy
Characters: Greedo the Dwarf and Raden the Cursed,
Greedo and Raden head back to the Serpent Tomb to explore further for gold and magiks.
MORNING WATCH
In Town
- Raden buys 3 supplies, a spear, and a shield for their delve.
- Greedo buys a shield and hires Euphemia and Sidwell (torchbearers). Additonally, they are able to find two able-bodied fighters for a half share of treasure. Thyme, a man of the East run away from the boss he stole from and Nadia, a boat captain that recently lost her command.
Travel
The rest of the morning watch they travel towards Westpeak. No encounter.
AFTERNOON WATCH
Outside the opening of the tomb, they assess their gear and the lantern and torches are lit. Euphemia sticks with Greedo who takes the lead.
THE TOMB
- Sidwel lights his lantern and Euphemia lights an additional torch. [7 Light Dice/6 Characters = Bright light]
- They walk through the upper tomb. Nothing has changed except it seems that one of the coffins has become home to a small animal.
- In the hallway to the rotunda, Greedo takes the last chainmail from the statues.
- In the rotunda, the party checks the looted rooms as the north door bangs away. Greedo writes a name he finds written in crazed scrawls on parchment.
- In the south-west room full of clay snake warrior statues with rusted swords, Greedo, Sidwel, and Raden slowly check the room. [-2 light dice from Sidwel’s lamp. 5 LD/6 Characters = Dim light]
- Raden touches a statue. Nothing. After talking back and forth they agree to smash them all. The next round is spent crashing through each statue with spears and warhammers. In the corner of the room, Greedo spots a broken pattern in the mosaic in the floor. A secret trapdoor is pried open with Raden’s spear.
- The party climbs down the hole which leads to a short hallway and another secret door that opens into another room. Greedo listens. Breathing of a large creature. Slowly, he inches the door open. It is a long hall with eight pillars that ascend into blackness. 3 meter tall mosaics of snakemen can be madeout from the dim light. Chains clink from the opposite side of the chamber.
- Greedo, Raden, and Sidwel (with his lantern barely opened) inch their way around this massive room. They find extremely realistic looking stone bats and bugs, a stone goblin, and a stone spider. When they find the creature they realize a bronze cover has been bolted over its eyes. It continues sleeping. Raden raises his spear but Greedo stops him. “Not now. We must learn more.” They leave it be.
- Greedo tells Euphemia and the two fighters to wait in the secret hole as they explore further.
- They find a strange entryway lit with purple light and are greeted by a man? “Welcome, Bipeds.” His top is a decicated corpse with gold chains. His lower half a mix between a snug and a snake. He has grimoires and glass vials in his belt. Raden and Greedo want to get past him but the creature tells them only apprentices are allowed into his alchemny space. He offers apprenticeship to them if they would find him specimens and magical materials, preferably a live wizard. Greedo asks about the creature in the hall and the corpe-snake-sorcerer offers them a strength potion to defeat it. The party don’t trust the drink but Greedo accepts the apprenticeship offer. They leave.
- Down a hallway they cram into a circular turning stone door. A spike trap punctures them inside reducing their armor. On the other side is a muddy cave. Greedo experiments with the door and eventually turns it the other direction in which he finds golden bowls and two stone snakemen idols. They get out quick.
DELVE OVER
- 8 rounds (1h20m)
- 0 encounters
- 2 supplies turned to torches
- 5 Light Dice from Sidwel’s lantern lost and a bad torch from Euphemia.
- Loot: 1 chainmail set (given to party member), 4 golden bowls (200gp) and 2 snakemen idols (woman and man, 50gp).
Travel
The rest of the watch the party walk back. Raden curses the sky that there wasn’t blood spilled. Greedo assures him that they can hunt the Gnolls they heard Dagunn speak of back in Fourtower. Then they can have a species to bring the sorcerer in the Tomb.
Resources used…
- Tomb of the Serpent Kings by Skerples
- Western Thistlemore by Paths Peculiar
- Fourtower Bridge by Paths Peculiar