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Shades of Gray
 

The Mausoleum


In which we rid this plane of some nasty undead.

437 Melvor 15: Board the Jasmine - heading north
17: Arrive at Tref
19: Arrive at Bel Moras and trek north
21: Trek north, spot some Am Naz (Orc) scouts - ignore them.
22: Trek north, spot some more Am Naz (Orc) scouts - ignore them too.
23: Awoken at dawn by several hundred Orcs surrounding the camp. A large somewhat slapstick combat ensues, Quarterweight taken prisoner, returned in a truce.

Head north along the coast - come across an old mausoleum.

Entering they find two wraiths and three mummies, these are not friendly.

Gif and Fuligar manage to open the inner door whilst inside, A horrific wail goes up as the outer door closes and the inner one opens.

Gif flies out, but Fuligar gets stuck in the closing stone door. Just as he is about to be crushed: Adam rescues him by means of a timebolt.

The party then retreat ten miles south along the coast and dig in.

24: The party return to the Mausoleum and lots of people enter through both doors.

Gif and Erkon lead the way. The horrible wailing starts everyone behind them fighting amongst themselves; but the two heroes take no notice and attack the spirit. The spirit retreats before Gif and goes into the wall. The two stand around searching whilst the sounds of fighting intensify above.

They discover a circular shaft in the middle of the muddy room. There is also a chest on a raised platform on the opposite side to the door. Ten feet down, the shaft is flooded.

As Erkon goes up the ramp to investigate the fighting, there is another wail and he finds himself attacking Filip against his will. Gif though quickly flies down the shaft where the spirit has emerged from the rock and kills it with one blow.

The fighting then stops as everyone comes to their senses.

John and Willos scout down through the rock ethereally. They find a large natural chamber with an unidentifiable life force about four feet in diameter. The cavern has only one small exit, which leads into an underwater cave complex inhabited by humanoid life forms.

25: The party decide to open some more sarcophagi. As Gif, Akraan, Terros and Erkon struggle to lift one of the heavy stone lids, it is suddenly thrown off to the side. Akraan and Terros are pinned by the huge block of stone whilst Gif is helpless with fear. Many other people crowd round the narrow passage to see what is occurring and many of these are also paralysed by the mere sight of the terrifying mummy. After much travail, and the death of Terros, they manage to kill (if that’s the correct term) the mummy.

It is also discovered that the water level downstairs rises and falls with the tide, this explains the mud.

26: Erkon descends into the dark watery shaft wearing a helm that provides him with air. After climbing down the ladder he finds himself in a labyrinth. As he explores the maze he discovers that the passageways are continuously changing and so he becomes lost. Eventually he comes across a spheroid creature, with tentacles and a single huge eye. Beneath the eye, in a tooth crenellated semicircle, lies its mouth.

After a few hours have passed, the others become a little concerned and a small group of them descend to find out what happened to Erkon. Gif soon realises that the labyrinth is an illusion, some of the others take a bit of convincing however. After some searching they find Erkon’s half eaten body and the remains of his equipment.

They return to the surface whereupon they open another coffin. This one contains a spectre and an enchanted spear.

27: They open the last three coffins today. Opening the first releases a ghost. Most of the onlookers turn grey and flee in panic. Akraan stands his ground though and finishes up looking and feeling a couple of centuries older. Trolls live to a great age however and so this is of only passing interest. Of slightly more interest is the fact that Quarterweight mysteriously grew an extra left arm and right leg; careless use of a sword of chaos is widely held to be responsible.

The last two coffins contained a spectre and a mummy, which where swiftly laid to rest.

28: Having purified the mausoleum of its unliving, the party lick their wounds and return south.
3: Arrive Bel Moros
4: Take boat to Bel Telon where Terros is raised by the high priest of the Melkini sea god. They book passage to New Figon.
5: Set sail
11: Arrive at New Figon for a batch of restorations.

Erkon is reincarnated by the temple of Horus and returns as a hawk-man.

Hector and Wally start training in New Figon whilst the rest take the Ra Nexus to Ole, Ole.

They are met by Lord Davos of the Knights of Ole who brings them up to date on events.

The Tesphesus resistance have staged another small raid on Tesphesus, for the purpose of gathering intelligence. It seems that the last raid caused some internal squabbles within the Ogre-Magi and a small group of the religious sect have left the city.

This ties up with some strange reports of invisible stowaways made by shipping south of Ole recently.

There is also a report from the west. Apparently someone has stolen a war galley from the Stenguard and are believed to be heading this way.

Terros and Filip start training in Ole.

26: They leave Ole aboard the warship Rose and are not more than a couple of miles out of port when Kuter spots several large invisible creatures on a passing ship. After a little while they turn the Rose around and board the merchantman. The invisible creatures fly off the ship until they have left, and then return.

They allow the vessel to continue onto Ole.

Kuter, using a magic ring, turns into a dolphin and follows them. He sees them disembark and fly onto the roof of the citadel.

He returns to the Rose and they make full sail for Ole. When they get there the creatures are long gone. Repeated searches of the town yield no result.

With the knights of Ole now on full alert, the surprise attack by eight Ogre-Magi at dusk, is defeated easily.

Several days are now spent playing cards.

Quindor, a female woodelf, has taken a fancy to Fuligar the gorilla; she will now accompany him because she thinks he’s cute. She is a hunter-priestess of Solonor Thelandira.

A young ranger from the Aruph forest also appears, apparently he made some offering to the spirit of the hyena, and Rodick appeared before him. He said his name was Oakleaf, but Rodick called him a starling for having such a naff name. Hence forward he calls himself Starling Oakleaf.

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