
bookrat |

A heavy storm rages just to the north of where you stand. Sand scours everything and blue lightning races across the sky striking the sand, leaving strange structures of glass that vaguely looks like an eye. Standing near the edge of the seemingly never-ending storm a small camp has been erected made up of various members of the factions who’ve attempted to enter the storm, as well as D'tarig, local desert traders. Dionese, a man of tanned, leathery skin, and the local Zhentarim agent responsible for this section of the Black Road has shown you around the camp.

Narzor |

The Human in his late 20's was showing just a bit of his many travel, mainly in the lines in his eyes and the uncomfortable way he looked at the storms and just knew that there was another adventure behind it. Sighing wearily, he turned to Dionese and said "So, how long have these storms been raging? Did anything unusual happen when they first began?"

bookrat |

I do know that in the center of where the storm sits lies an ancient ruin that is barely more than dust and rocks. The only exception is a giant archway that still stands, over 40 feet tall.
Since the storm has gotten bigger, each of the five factions have sent agents into the storm, but all have been rebuffed. Most have become lost and come out of the storm disoriented, some were literally blown to the edge of the storm by forceful winds. A few claim to have seen a huge face in the storm.
That's about all I know. If you want more, try asking one of the D'tarig, they pride themselves on surviving these harsh desert conditions.

Narzor |

"That is excellent advice. Perhaps they can recommend something to deal with a sandstorm."
Nodding, Narzor will approach one of the D'tarig and say "Excuse me, can one of you point me in the direction of the best tracker among your group?"

bookrat |

Ashowg, a short (4’ tall) human goat trader dressed in white robes, says, We ain't got no trackers. No need of that for us. We're just a bunch of goat herders. Besides, we got a suburb sense of direction, so we always know where we're going.
I will tell ya that every time I go near those old ruins, I leave an offeing of goat cheese and cactus fruit to the gods who live there. Every since my paps saw the gods at the old ruins, 50 years ago. Back then, the storm was just starting, and it raged all over the lands forcing everyone to take shelter in the ruins. My paps says that during the storm a great bolt of lightning hit the arch, causing a shimmering light to emerge from the center of the archway, then take up the entire opening. As the light faded a great room and hallway could be seen, inside the hallway was a man thirty feet tall. In the next flash of lightning, it was gone. So we leave goat cheese and cactus milk to appease them.
I can sell ya some goat cheese and cactus milk and a goat to carry it for 50 gold. Smart move if you ask me. He says that last part with a greedy smile on his face.

bookrat |

As you prepare to head into the storm a massive boom of thunder erupts and lightning bolts from a dozen directions strike down into the center of the storm. The winds become more violent and the sandstorm explodes outward tearing tents from their stakes and frightening the D’tarig herds. Something has changed in the storm, time is of the essence!
General Features of the Sandstorm
While traveling in the sandstorm the following effects are ever present:
• High winds blow, making it impossible to light a fire or hear beyond 10 feet.
• The winds blow sand and dust making everything beyond 10 feet lightly obscured. Everything beyond 30 feet is heavily obscured. A creature effectively suffers from the blinded condition when trying to see beyond 30 feet.
• Sand forms deep drifts and dunes, causing difficult terrain.
Because of your deal with the D'Tarig, you gain Inspiration.
The first section of the Sandstorm, you need to make a DC 20 Strength Saving Throw. Failure: Gain one level of exhaustion.

bookrat |

In the next part of the storm, the shifting sands make following the trail difficult. The storm picks up a bit, making it difficult to see.
DC 20 Wisdom (Survival) check to avoid getting lost. This is with disadvantage, but because you gained advantage from the map and directions it's cancelled out.

bookrat |

I realized that I forgot to include the story hook at the beginning.
Szith Morcane reaches out to you after finding that a cult of Kiaransalee known as the Undying Might has been seeking crypts of ancient giants and has found one in the Anauroch desert. Days and weeks of tracking a contingent of evil drow have lead you here, in the midst of the Anauroch desert.
Your mission is to find them and stop them.
Knowing that, where there any other questions you wanted to ask before headed into the storm?

Narzor |

Yes, indeed. I actually asked Dionese about strangers, but I didn't ask the D'tarig.
Once they were done with their transactions, Narzor would say "Have any of you seen a group of dark-skinned elves roaming in the area recently, or signs of their passage?"

bookrat |

You eventually manage to find your way, but the setback did take extra time you weren't expecting it to.
As you make your way closer to the arch, the storm winds pick up and the sands blowing across you start to hurt.
DC 20 Con Save
Fail: Slashing Damage: 10d10 ⇒ (4, 3, 10, 5, 2, 9, 8, 1, 10, 4) = 56, One level Exhaustion
Success: Half damage

Narzor |

Con Save: 1d20 + 3 ⇒ (13) + 3 = 16
The wind rips it's way across Narzor's skin, inflicting a thousand-thousand tiny cuts that, when added together, means that his exposed skin is covered in small slashes.
Continuing forward, Narzor looks for a place to hide from the wind for a moment and heal himself.

bookrat |

You come upon a contingent of drow in the storm.
The half-dozen drow seem to have mangled bodies caused by being smashed against rocks, struck by lightning, and having their skin scoured away by sand. Their equipment is similarly sand blasted, destroyed by lightning, or smashed against rocks and all but useless.
Not a one of them is alive.
There is, howwever, a single pack almost completely buried in the sands. Opening it, you find a Potion of Speed, a Scroll of Project Image, and a medallion of a drow hand. DC 15 religion check to identify.

bookrat |

This is a holy symbol of Kiaransalee, the Revenancer, drow goddess of vengeance and undeath.
Pushing through the storm you feel its power wane. Sand still blows and lightning still strikes nearby, yet the wind and grit are tolerable. Suddenly, before you is a giant arch made of stone, some 40 feet high. Surrounding the arch are the remains of more drow as well as a strange malformed, beast headed, ogre sized creature with four arms with wicked claws, purple-black skin, and white hair.
A number of lightning strikes hit the sand near you, this time leaving large shapes that resemble not only eyes, but also a nose, and mouth, all made of glass in the sand. The giant glass face begins moving and speaking!
“I am Dessa, storm giant keeper of this gateway to a tomb of old Ostoria. I have failed once but I will not fail again!“ Lightning strikes the ground near you, a little too close for comfort.

Narzor |

"Dessa. I would speak with you should you calm these storms again. I am chasing a group of Drow worshippers of their vile goddess of undeath, who have been targeting powerful giant tombs throughout the world. I was told that they were headed this way, and both your storm and the locals managed to confirm to me that this is likely where they were headed."
To prove his point, he produces the Goat Cheese and Cactus Milk and goes to set them down, then looks at the storm and holds onto them instead.
Persuasion: 1d20 ⇒ 9

Narzor |

"I have no desire to take that which belongs there, although in good faith I will tell you that I will probably take the belongings of the Drow."
Feeling comfortable enough, Narzor sets down the offering and then steps into the portal.

bookrat |

Stepping through the archway, you enter a great welcoming hall watched over by a statue of Stronmaus, the Storm Giant god. Stronmaus’s head is held back in laughter and his arms are open and outstretched. The statue has a wall sized plaque written in giant, “######” From the portal room other great halls can be seen to the left, right, and straight ahead, each separated by an archway.
Above the archways are the following plaques:
to the east, “######*, to the west “#######”, and to the north “#####”. Several sets of footsteps can be seen disturbing the dust in different directions as well as a number of clawed prints.

Narzor |

Narzor will kneel and take a look at the tracks, trying to determine the most recent set and the direction they were headed.
Perception: 1d20 + 11 ⇒ (2) + 11 = 13 or
Survival: 1d20 + 5 ⇒ (18) + 5 = 23 as appropriate.

bookrat |

The footprints are all recent. They go in and out of the Northern room and the Eastern room. They go into the western room, but do not return.
You can see into each room without entering:
North:
Beyond the arch the east and west walls of this great hall are lined with three 50 foot tall statues of storm giant champions of Ostoria. Each statue has a plaque that states the champion’s name and litany of deeds in the service of Ostoria. On the northern wall two gargantuan double doors stand closed.
West:
This great hall is lined with giant sized masks. In the dust on the floor are a single set of drow sized footprints. The footprints stop in the middle of the room. There are no returning footprints.
East:
This great hall has several giant sized stone benches and chairs scattered about the hall. Floating in the air are numerous glowing images that flit in and out of existence. The images include a flock of birds, animals crossing a stream, clouds, the rising sun, shooting stars, a burning tree, lightning, crashing waves, a waterfall, and a multitude of other natural phenomena.
-----
A DC 20 Nature or Religion check will identify the clawed footprints.

Narzor |

Religion: 1d20 + 11 ⇒ (8) + 11 = 19
Unable to identify the clawed footprints, Narzor makes his way into the West room after casting some spells.
Already cast FoM and Shield of Faith is probably down at this point, since it only lasts 10 minutes. Going to cast Holy Weapon, and then light my lantern of revealing and hang it from my belt. My current AC and saves go up by 2, as I am concentrating on a spell.

Narzor |

Narzor staggers under the magical assault, but remains standing.
He quickly heals himself and then scans the room for further magic.
Cure Wounds as a 5th level spell: 5d8 + 5 ⇒ (2, 2, 6, 5, 1) + 5 = 21
Perception: 1d20 + 11 ⇒ (12) + 11 = 23

Narzor |

And no other exits? if so, then the following:
Narzor will heal himself again and then move towards the door and try to open it.
Cure Wounds as a 5th level spell: 5d8 + 5 ⇒ (7, 2, 6, 2, 7) + 5 = 29
If not:
Narzor will heal himself again and then move back to the main room. Healing roll above.

bookrat |

Map. Visual aids help. :) Map will also be posted at the top of the page.
There's no other exits in this room. You can see perfectly fine into each of the rooms. Only the north room has doors exiting it, as described above.
You make your way unharmed back into the center hall. Your choices are west and north.
There are still signs written in Giant if you have a way to read them.

Narzor |

Unfortunately, I do not have the ability to read Giant, normal or magically.
Moving back to the center room, Narzor again decides to heal himself before moving further into the tomb.
Cure Wounds as a 3rd level spell: 3d8 + 5 ⇒ (2, 1, 4) + 5 = 12
Confident in his ability to be able to survive on that level of injury, Narzor moves into the East hall to examine the illusions and take notes.

bookrat |

This great hall has several giant sized stone benches and chairs scattered about the hall. Floating in the air are numerous glowing images that flit in and out of existence. The images include a flock of birds, animals crossing a stream, clouds, the rising sun, shooting stars, a burning tree, lightning, crashing waves, a waterfall, and a multitude of other natural phenomena.
DC 20 Wisdom Save (repeat for each failure)
DC 15 Wisdom (Insight) check

bookrat |

Will do.
The magics of the room have you thinking of the intrinsic meaning of what you're witnessing, but you're quickly able to shake the forced ponderings.
Meanwhile, you're awarded one Luck Point, which you can use at any time in this temple to reroll any attack or saving throw roll. The second roll must be kept. To be used after the first roll, but before the results of the roll are known.
There is nothing else in this room.
[Ooc]You may cast any spells before entering the final room.
Entering the final room:
Beyond the arch the east and west walls of this great hall are lined with three 50 foot tall statues of storm giant champions of Ostoria. Each statue has a plaque that states the champion’s name and litany of deeds in the service of Ostoria. On the northern wall two gargantuan double doors stand closed.
DC 20 Dex or Strength save (your choice)
DC 20 Wisdom save

Narzor |

Strength Save: 1d20 + 10 ⇒ (16) + 10 = 26
Wisdom Save: 1d20 + 14 ⇒ (7) + 14 = 21
Narzor will cast Deathward on himself and then one more healing spell before stepping into the room.
Cure Wounds as a 2nd level spell: 2d8 + 5 ⇒ (2, 2) + 5 = 9

bookrat |

As you enter the room, the giant statues begin to fall. Your mighty strength keeps them from toppling directly onto you, but it still hurts a bit.
Bludgeoning: 10d6 ⇒ (4, 4, 6, 2, 3, 3, 4, 6, 3, 4) = 39
You only take half of that: 19 damage.
Meanwhile, fear encroaches on your mind, but you manage to shake it off.
The room is now full if giant statues fallen over, as well as a giant set of double doors, which will not move with a simple touch. It will take great effort or some sort of magic to open it.

bookrat |

Failure on the strength check means that you eventually get the door open, but it takes extra time.
As the colossal doors inch open, the sound of muffled chanting can be heard from below. Giant sized stairs lead down into a heptagonal chamber in which a coterie of drow priests, flanked by a drow lich and archmages, and surrounded by a cloud of blue necromantic energy cast a ritual. Stairs lead to stone archways from six faces of the seven sided room into six smaller chambers, each of which holds an ancient Ostorian storm giant honor guard laying in state atop a rune covered stone slab.
As the energy from the ritual spreads toward the six storm giant chambers, arcane sparks erupt as ancient wards are shattered. Blue necromantic energy envelops a giant. Moments later her eyes open in life followed by obviously painful spasms as the blue energy turns black, draining her of her newfound life and replacing it with a necrotic semblance of life.
The stream of necromantic energy moves to the other archways and more arcane protective wards can be seen breaking under the magical onslaught followed by the giants being brought back to life. As you take in the scene before you, you realize there is little sound erupting from the magically charged chamber. Suddenly the bottom of the stairway and archway opening to the chamber is enveloped in darkness!
The last time I ran this, there was quite a bit of confusion on what was where. So here's the set up: you're at the top of a staircase where each step is suited for a giant, so it's quite difficult for someone your size to walk down. The last few steps as well as the archway leading into the main chamber are covered in darkness.
The crypt has the following general features.
•Ceilings are 60 tall. Each chamber with an honor guard is 60’ square. The heptagonal chamber is approximately 130’ across, each face is 60’. The stairway ceiling is 40 feet high.
•Terrain. The stairs into the room are giant sized and count as difficult terrain for large or smaller creatures.
•Light. Blue and black light from the necrotic energies fill the room with bright light. Which you currently can't see due to the darkness, unless you have a way to see through magical darkness.
•Smells and Sounds. The smell of incense and the sound of chanting in elvish.
The stairs are about 60 feet long (difficult terrain), 20 feet wide, with a 40 foot high ceiling.

Narzor |

Narzor is not a wizard for nothing:
Narzor again attempts to use Misty Step to teleport to the bottom of the stairs. If that doesn't work, he instead clanks ominously down them. Either way, when he arrives at the bottom, he says in a loud, commanding voice "Hello, I am the hero, and I am here to stop you. Surrender now or face not just my wrath, but the will of the gods."
If I can Misty Step down to the bottom, I'll Ready to cast Chain Lightning on them. If not, no worries.
Readied Chain Lightning DC 19 Dex Save: 10d8 ⇒ (5, 1, 5, 3, 4, 6, 2, 1, 3, 5) = 35 Just rolling the same electrical damage for each bolt, which I get 4 total: the first one, then the 3 arcing ones. Also, I'll keep this action as my next round action if I have to walk down the stairs. Also, I have Goggles of Night, which give me 60' of Darkvision.