Crypt of the Everflame (Inactive)

Game Master Darius Silvermere


The young heroes of the town of Kassen are ready for their coming-of-age ceremony, an old tradition in which they retrieve a piece of the eternal flame burning in the tomb of the town’s founder.

map of Kassen

map from Kassen to the Crypt

houserules for combat (work in progress):

*Initiative is rolled each round for every player, NPC, monster. D20 results for initiative can be used for an attack roll and vice versa. The same applies to critical confirmation and multiple attacks.

Note: D20 results for an attack of opportunity can't be swapped with other D20 results, because they happen as an immediate reaction to something else.

Note: AC of an opponent is known after a hit or near miss (attack roll 1 below AC).

*Rounds are split in two parts: each move and standard action is one part of the round.

Actions from the first part of the round take effect before actions from the second part.

Moving a distance (other than a 5ft step) is further split in two with the first 50% of your speed (rounded down) happening in order of initiative and the second 50% (rounded up) happening after all other actions in that part of the round.

Note: If you are staggered, your action happens during the second part of the round.

Note: A D20 result of 1 used for initiative means that (except for free actions) the action from the second part of the round happens during the first part of the next round. Initiative is again rolled at the start of the next round. An attack roll still counts for an attack delayed to the next round.

*Free actions may happen at any time regardless of initiative (when staggered, they only happen during the second part of a round).

*A 5ft step happens in order of initiative, never before or after (unless a feat gives you this ability).

*Full round actions (except full attack, charge, run and withdraw) may start during the second part of a round and take effect in the first part of the next round. They take effect in order of initiative during the part of the round which completes the full round.
-Full attack is split evenly between both parts, with fractions rounded up for the first part (3 attacks are split between 2 in the first part and 1 in the second part).
-Charge, run and withdraw are a combination of two move actions and also use the 50% split for moving a distance for both move actions.
-Full round actions that may start in the second part of a round are split in a combination of standard and move actions. You can't do a standard action in the second part of a round after completing a full round action in the first part of a round, if the second part of that full round action is standard. Deliver coup de grace, escape from a net, extinguish flames, light a torch, use 1 round skill, use 1 round spell = move+standard. Load a heavy or repeating crossbow, lock or unlock weapon in locked gauntlet, prepare to throw splash weapon = move+move.

Note: Two opponents can charge each other with both having the bonus and penalty for charging, unless the one with higher initiative is able to reach his opponent with his first 50% move during the first part of the charge.

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Journal (4620xp)

*The party returns safely to Kassen with the flame and meets with Mayor Uptal, the wizard Holgast and Father Prasst, who gives them valuable information about the grave robbers based on the clues they found. (+300xp)
*With the defeat of Asar, the necromantic energy seems to have left the crypt. The spirit of Kassen shares a story about three amulets, two of which have been stolen from the crypt, which form the entrance key to a vault containing an artifact. The heroes find Dimira, sister of Roldare, and finally leave the tomb to start their journey back to Kassen.
*Nivel disables a pressure plate in the final room before they arrive at the chamber holding the Everflame and several sarcophagi. There they discover that some have been opened and soon the party is attacked by skeletons led by a fearsome undead, who appears to be Asar, the former opponent of Ekat Kassen. With the help of Kassen's spirit, they defeat their formidable foe after a deadly battle. (+600xp)
*After defeating several zombies coming out of the gate, the group runs into the fog to escape from the bats who were awakened by the fight. They face more zombies and a mysterious robed figure wearing an iron mask who appears to be an undead as well. (+700xp)
*In a flooded chamber, the heroes discover the wheel to raise the gate. While the others take position near the gate, Merkava and Firyin fight off a surprise attack by giant leeches. (+100xp)
*After going through a chamber full of bats, the party discovers a closed gate inside a room with a mind affecting fog hanging over a large pool. They turn back, avoiding an area with a possibly deadly fungus and proceed by killing a group of hungry, giant frogs. (+240xp)
*Right before entering a deeper level of the crypt, the group needs to pass through a room full of skeletons that are continuously reanimated by strange necromantic blood. (+300xp)
*The heroes are surprised by arrows shooting from a pillar, but with the help of the shields they retreived from a statue earlier, they can minimize the damage. (+200xp)
*Returning to the entrance hall, the two dead citizens of Kassen appear to be missing and soon are found wandering around as zombies. (+120xp)
*Moving behind Merkava, holding one of the large shields, the group passes through a corridor guarded by sword wielding statues. Nivel then finds a magical key hidden on the bottom of a pool in the next room, which unlocks the door to a small room containing several potions and other magical items. (+180xp => LEVEL 2)
*A statue holding two large shields, suddenly activates and knocks Nivel unconscious while he was trying to insert a key into its rear side. In the ensuing battle, Brimlii uses all of his healing power to keep the party alive, in particular also Griswald, who for the first time reveals his bestial aspect while raging. (+240xp)
*The group kills a giant beetle and unexpectedly awakens a mysterious spirit which vanishes again after they give back its dagger. (+180xp)
*After making their way through a maze of pillars and trapdoors, the heroes find a citizen from Kassen, survivor of an attack by skeletons. He claims that his sister has been captured alive by the skeletons. (+240xp)
*Entering the crypt, the party finds two recently killed citizens of Kassen and soon after they are being attacked by a group of skeletons, who were lying around in the entrance hall. They defeat the undead but not without suffering injury themselves. Luckily they have a cleric to heal their wounds. (+300xp)
*The group finds a dead person near the Gray Lake and discovers a mysteriously haunted campsite. After two more nights in the forest and a more difficult path downhill, they finally reach their destination. It is obvious that something must have gone very wrong there because several horses lie dead in front of the crypt entrance. (+300xp)
*A nightly encounter with a pack of hungry wolves approaching the camp, ended peacefully thanks to a clever reaction from Merkava, throwing them food to gain time, and the great understanding and familiarity with animals that Firyin demonstrated. (+240xp)
*An ambush with illusory Orcs on the road shortly after leaving town gave the party a good scare, especially when Firyin was first caught alone without any idea that they were just an illusion, but in the end the heroes still easily triomphed thanks also to the quick wits of Nivel Klist, who was the first to see through the trick. (+280xp)
*The group has faced their first trial: accepting the quest to retrieve the flame from the crypt despite being low on Charisma. (+100xp)

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The following are some of the more important buildings in Kassen. You have a home, located somewhere near the town’s edge.

1. Seven Silvers: Most visitors to Kassen end up at this comfortable two-story inn and tavern. Run by Trelvar Silvers, this inn features modest prices (4 sp/night), decent food (3 sp/day), and a lively taproom. Trelvar is assisted by his daughter, Asina, and the overly friendly Jimes “Short Change” Iggins, who is known for giving himself generous tips.

2. Greathall: Typically used for meetings, weddings, and other celebrations, the Greathall is a tall, three-story wooden structure near the center of town. Inside is one grand space with a number of smaller rooms on each floor. The celebration for the successful heroes occurs here upon their return.

3. Woodcutter’s Guildhall: Kassen’s primary export is lumber taken from the surrounding Fangwood. While many of these logs are taken right down the Tourondel River to Lake Encarthan, the woodcutters require that all logs bear the stamp of the guildhall, which of course requires a small fee. As a result, the woodcutter’s guild is one of the more powerful groups in town, under the firm hand of the ever-opportunistic Colbin Vetnar.

4. Temple of Erastil: The only stone building in town is home to Kassen’s only temple. While the church is officially dedicated to Erastil, there are a number of faiths practiced here, including Gozreh, Gorum, Shelyn, and Torag. Father Prasst is the only priest, but most in town refer to him as the “High Priest.”

5. Town Watch Headquarters: Guard Captain Wisslo spends most of his time in this building or patrolling the streets of Kassen. While the guardsmen are mostly relaxed in their duties, they become an e!ective force if there is trouble in town.

6. Renet’s Steel: While Renet’s shop services much of the town’s needs when it comes to metalworks, his quality is nowhere near that of Braggar’s. Most metal items can be found here for the standard prices, but there are no masterwork items to be found at Renet’s Steel.

7. Arnama’s Home: This is the home of Arnama Lastrid, one of the few rangers who lives in Kassen. Mayor Uptal, who trusts the ranger’s instincts implicitly, frequently calls Arnama to the town council to report and advise.

8. Sir Dramott’s Home: This is the home of Sir Dramott, a knight from Lastwall who keeps watch on the town.

9. Braggar’s Shop: This is the workshop and home of Braggar Ironhame, a dwarven blacksmith. Braggar’s works exceed those of Renet’s Steel, but he works much slower and charges a higher price. Braggar can forge
nearly any masterwork metal tool, weapon, or armor.

10. Vargidan Estate: This is the home of the eccentric Vargidan family, and has a bit of a spooky reputation in town.

11. Holgast’s Tower: Holgast’s slightly crooked tower stands at the edge of town.

12. Mayor Uptal’s Home: This modest building along the water is the home of Mayor Uptal, who can frequently be found in the Greathall holding meetings or on his small boat in the river, fishing.

13. Ilimara’s Home: This is the home of Ilimara Oniri, the mysterious woman from Qadira.