The Heart of Darkness... [Main Game Thread]
Posted: Mon Feb 24, 2020 11:31 pm
In recent years a strange pestilence has fallen over the IronGards, one of the richest clans of Dwarven Royalty in history. The Patriarch, Shordenth of the Shining Hall, has spent no small amount of his vast fortune employing soothsayers, prophets and Clerics of various gods to unearth cure or cause. Expeditions were sent to ascertain the truth of these various leads, but to no avail.. until most recently... With fewer and fewer of his house remaining by the week, Shordenth sent out a call... Those who sought out and destroyed the evil responsible would not only be rewarded handsomely with gold, gems, lands and titles; but be they of Dwarven stock, would also garner a place in the Royal succession itself!
Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few stronge and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demi-lich who still wards his final haunt. (Be warned that tales told have it that this being possesses powers which make him nearly undefeatable!) Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demi-lich Acererak lingers, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demi-lich has so well hidden his lair, that even those who avoid the pitfalls will not be likely to locate their true goal. So only large and well-prepared parties of the bravest and strongest should even consider the attempt, and if they do locate the Tomb, they must be prepared to fail...
Those who heeded the call assembled and a grueling , sweltering journey of months led them by barges deep into a seemingly endless swamp; guided by the few survivors to vet the location. The harrowing trip took a hefty toll from the travelers, and many good men and dwarves met their end from the diseases, primitive lizard folk, and strange monsters lurking in the putrid muck. Finally the barges arrived to the small island-like destination amid the dank and treacherous swamp, like the fetid heart of utter darkness...
Before them is a low, flat topped hill, about 200 yards wide and 300 yards long. Only ugly weeds, thorns, and briars grow upon the steep sides and bald top of the 60 high mound. There are massive black rocks upon the top of the hill. The brackish water of the swamp borders the mound on three sides, leaving only the Southern end for the rest of the expedition to make camp some 200 yards away...
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The “Base Camp” will house the pregens and several dwarves and men that make up the expedition that brought the party here. Almost any kind of mundane gear can be had here (so long as it is not too exotic) If the party wants or needs something exotic you can name it before we begin (such as a saddle for a griffon) but once we get underway only basic gear is to be had.
Each of the Pcs is given a small egg-like stone, which will call upon and transport another adventurer to replace them upon their irrecoverable demisse. Typically this would only be if they were unable to be raised or resurrected by normal means, or “if their soul is at peace and unwilling to return” (i.e. The player wants to move on to a different character).
There is currently no visible entrance... Good luck! ^_^
Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few stronge and ferocious monsters to slay the unwary. It is filled with rich treasures both precious and magical, but in addition to the aforementioned guardians, there is said to be a demi-lich who still wards his final haunt. (Be warned that tales told have it that this being possesses powers which make him nearly undefeatable!) Accounts relate that it is quite unlikely that any adventurers will ever find the chamber where the demi-lich Acererak lingers, for the passages and rooms of the Tomb are fraught with terrible traps, poison gases, and magical protections. Furthermore, the demi-lich has so well hidden his lair, that even those who avoid the pitfalls will not be likely to locate their true goal. So only large and well-prepared parties of the bravest and strongest should even consider the attempt, and if they do locate the Tomb, they must be prepared to fail...
Those who heeded the call assembled and a grueling , sweltering journey of months led them by barges deep into a seemingly endless swamp; guided by the few survivors to vet the location. The harrowing trip took a hefty toll from the travelers, and many good men and dwarves met their end from the diseases, primitive lizard folk, and strange monsters lurking in the putrid muck. Finally the barges arrived to the small island-like destination amid the dank and treacherous swamp, like the fetid heart of utter darkness...
Before them is a low, flat topped hill, about 200 yards wide and 300 yards long. Only ugly weeds, thorns, and briars grow upon the steep sides and bald top of the 60 high mound. There are massive black rocks upon the top of the hill. The brackish water of the swamp borders the mound on three sides, leaving only the Southern end for the rest of the expedition to make camp some 200 yards away...
=====
The “Base Camp” will house the pregens and several dwarves and men that make up the expedition that brought the party here. Almost any kind of mundane gear can be had here (so long as it is not too exotic) If the party wants or needs something exotic you can name it before we begin (such as a saddle for a griffon) but once we get underway only basic gear is to be had.
Each of the Pcs is given a small egg-like stone, which will call upon and transport another adventurer to replace them upon their irrecoverable demisse. Typically this would only be if they were unable to be raised or resurrected by normal means, or “if their soul is at peace and unwilling to return” (i.e. The player wants to move on to a different character).
There is currently no visible entrance... Good luck! ^_^