Zeb's Crypt of the Everflame PbP

Game Master ZebulonXenos


Masks of the Living God - River Barge

The Map

EXPERIENCE DATA:

Current Total: 2820

Giant Frogs (Area 14, Crypt of the Everflame): 320 XP per character
Asar, minions, & assorted traps (Crypt of the Everflame): 600 xp per character
Crypt of the Everflame COMPLETE: 600 xp per character
Level 2: 1,300 XP
Level 3: 3,300 XP

GOLD PIECES DISCOVERED:
456 total during the adventure Crypt of the Everflame, split 4 ways per Drosk's request (this is 114 gp per person, up by 22.8 gp from the previous estimate)

TREASURE CHEST:

Crypt of the Everflame

-- The Fallen Tombrobber's Belongings
(list pending identification attempts in latest posts)
a spellbook containing the following spells: cause fear, enlarge person, expeditious retreat, false life, levitate, mage armor, magic
missile, ray of enfeeblement
, and all wizard cantrips.
354 gp

-- Kassen's Rewards
+1 longsword
+1 chainmail
+1 heavy steel shield of bashing* (Failed to fully ID here) (IDed by Holgast here)
bag of holding, type 1
Kassen's boon, one each
These small silver scales, emblazoned with Kassen's sigil, are a one-use item that allows you to reroll any one attack roll, skill check, or saving throw after the roll is made but before the results are revealed.
an elemental gem (water)(Failed to ID here)(IDed by Holgast here)

-- The Crypt

1 potion of cure 'HEELING' [Telperion failed to ID]
15 gp
1 handbill from "The Ranger's Lament"

-- The Vault

mwk Flail [Bolkin]
mwk Warhammer [Drosk]
mwk Dwarven Waraxe [Garik]
Wand of cure light wounds (10 charges) [Drosk]
Wand of magic missile (10 charges) [Raven]
Scroll of Lesser Restoration [Drosk]
Scroll of Scorching Ray [Raven]
potion of invisibility [Telperion]
oil of magic weapon [Telperion]

-- The Fire Pit

1 +1 dagger [???]

-- Roldare's Room

2 potions of cure light wounds
1 Masterwork Light Crossbow returned

-- The Entrance

2 days worth of rations
quiver w/ 10 blunted arrows
2 pints of lamp oil

The Lakeshore

1 Masterwork Short Sword [Telperion]
87 gp

AREA DESCRIPTIONS:

1) Entrance Hall. The bodies of two dead villagers lie in the center, surrounded by shattered bones.

2) Maze of Pits. The door to this room only unlocks when three levers or pushed simultaneously. Several pit traps here.

3) Roldare’s hideaway. Should be a safe place to rest.

4) Beetle’s room. The stairs to the west lead up again. There’s another deceased villager here.

5) Fire Pit. The room is filled with black, oily smoke from an untended fire of burning gear and a corpse.

6) Key Pool. Raven retrieved a key here; many decoys remain in the deep pool here.

7) Mural Room. This room has a mural depicting the battle of Kassen vs. the bandits who plagued the town two centuries ago.

8) Statue Hall. Several pairs of statues - likely traps - line the sides of this hallway. The northern statues have had their blades wrapped in leather.

9) The south side of this lofty room is lower than the north. A Large sized statue of Kassen was defeated here.

10) Supply Vault. This room has a single table, which was formerly piled with gifts for the group.

11) There is a pillar in the center of this domed room, which fires arrows when triggered. A narrow chasm surrounds it; it’s only approachable from the south. The door on the west only opens into the chamber and the door on the east only opens out of the chamber. The southern door has not been investigated.

12) Mural Room. The walls of this triangular room depict scenes of mourners, funeral rites, and the goddess Pharasma. Two statues sit in the niches to the south. Stairs leading down exit to the south.

13) Crossroads. The stair's landing affords access to other areas of the lower floor.

14) Frog Pool. A fissure in the roof allows a slow-but-steady drain of water from some unknown source. The presence of large frogs - the size of a big dog - indicates it probably leads to some body on the surface. This seems to be a mirror of the crypt in area 18, only flooded.

15) Fungus Room. This room is lined by electrical fungus, which builds and discharges a nasty shock. Victims of the occurrence float in this room.

17) Fresh Water. A soothing spring burbles forth from a silver fountain. The water has healing properties (restores 2d8+10 HP, removes the fatigued, sickened, and shakened conditions. It also restores 1d4 points of ability damage from any one ability score.)

18) Crypt. Several reasonably recently deceased zombies attacked the group here. They wore clothes similar to the man at the lakeshore, and had a handbill from "The Ranger's Lament", a notice of employment with no other details.

19) Pool of Fear. This room has a shallow reflecting pool that, rather than reflecting the true image, reflects horrific scenes of carnage and depravity carried out by the viewer's own reflection. An iron portcullis leads to area 20, but the mechanism to open it seems to be somewhere else.

20) Room Full of Bats. This appears to be another crypt, similar to area 18, though one in which several bats have taken up roost.