Crimson Knights of the Black Blade (Inactive)

Game Master BloodWolven

First fight.


Upon a dark night each of you have a present and message delivered to you. The papayrus message is titled with your full name to make sure there is no confusion who it is for. The paper and wooden box are in a location that only you would find, a place that no one could easily get to except perhaps a ghost. Once opened the message on the blood red papayrus says,

Hero,

Yes you are a hero and one who's accomplishments are known. The order of the Crimson Knights of the Black Blade looks for the best to accept into our fold, we believe you are one of those individuals. We begin a new venture and look for individuals that best fit the role.

If you accept this chance follow the instructions on the back of this message but first offer your blood to the order. The mithral dagger is the tool to use to offer as much or little blood that you choose. Once offered I will be able to communicate with you and you may ask as many questions as you like.

Your future captain,

Delman Fredrel Vortani III
Regional Captain of Crimson Knights of the Black Blade

Initiative:

dice=Bearik]1d20[/dice]
dice=Aref]1d20[/dice]
dice=Xenia]1d20+6[/dice]
dice=Serra]1d20+2[/dice]
dice=Keeya]1d20+4[/dice]
dice=Flame]1d20[/dice]
dice=Hymn]1d20+8[/dice]
dice=Donovan]1d20[/dice]

dice=Hill Giants]1d20-1[/dice]
dice=Gnolls]1d20[/dice]
dice=E Giants]1d20+6[/dice]

DM Notes:

potion of Delay Poison and masterwork manacles with a superior lock.

invisibility draft and a magic way finder compass with slots for stones.

Potion of Undetectable Alignment and a book of war prayers (from ACG)

Book of War Prayers: This small, leather-bound collection of war prayers features pages of fine vellum. If you have a Charisma of 13 or higher, or at least 1 rank in Perform (oratory), you can read aloud prayers from the book before battle to hearten others for the trials to come. Reading prayers for this effect takes 10 minutes. You grant those who hear your prayers a +2 morale bonus on the next saving throw against fear they attempt, as long as that saving throw is made in the next 24 hours.

Energy Resistance would be good. an everburning torch

Potion of Eagle's Splendor and another Elixir of Truth

Potion of Tongues and the Flute Hymn carries.


Items on skiff:

Coagial Tome on the skiff, or ask questions holding your dagger. Fresh blood enhances either."

The Tower - GM Notes:

There are 8 levels and the dwarven hall and the summoning chamber below that.

On level one you find a clutter of wood that might have been a bar. Within you find a dozen assortment of bottles and jars that are at least half full of liquor.

You find a heraldic banner with a few pole arms on level three.

((Serra knows)):The banner seems to be from a troupe of adventurers, the Ivory Ravens. They are known for their diplomacy and searching of ruins. They recovered many items of power from ruins and dungeons. Most of them have retired with their spoils from their forages. Mystra Lorrindar the groups healer and alchemist had gone missing in the last year of their forays. All of them have been out of the business for the last few decades at least. The banner might be worth a good deal to those who are still alive or a historian, 200 gp.
The longspear here appears to be of better make than the others, as the others seem cracked in their shafts from time and dry atmosphere.

7 vials - magical - likely potions
3 flasks, non magical

Dark green glass bottle is made with spikes in the glass appears to be quite magical.

The White Ravens were known for creating puzzles. With that many of the answers to their puzzles lye with geometric signs.((end))

On level four you find a covered shelf, within you find a few vials and flasks. One glass bottle is dark green and made with spikes in the glass. Now, you find a shelf that looks to be empty, the dust has been disturbed around it.

Level 6, you find a doorway that is partially obstructed by debris. At a closer look it looks like chairs and tables were once piled up against the door. Now just the wooden remnants of those objects remain in a large pile with much of it stacked against the wall and door.

Level 7, a chest is found hidden in one of the corners, a wooden thing with a lock on the outside. It is strange that it has not aged like everything else in this tower, there is very little dust on it at that. -A secret door looks to be on the Northern wall, you find a few loose stones near it.
- It is strange that the box does not emit any magic whatsoever but the lock on it does, a strong conjuration spell.
-Perception DC 28:
The chest seems to be moving just a bit, several eyes appear very slightly in the wood and teeth can barely be seen from a small gap where the lid and the main part of the chest meet.
-chest is a mimic and can't do a thing until the lock is opened. The lock is actually a focus for a 'secret chest' spell. If the right word is not spoken then it attacks.
-Xenia failed her Will save and will see just a chest when the lock opens, as the mimic attacks.
-at the secret door , 3 loose rocks, only one right 'lever', geometric