The Adventures of FATVOE

End Game Transition

The final part of the adventure is essentially a small, five room dungeon. The endgame will be sealing the nexus, which will seal off the secret tunnels thwarting Tusk’s scouting force.

Getting there means a skill challenge, but it falls into the trap of not providing concrete results for success or failure. In the worst case, it just has to be done again. Admittedly it can result in losing surges, but that’s nothing a rest can’t cure, in fact it’s even recommended in the text. It’s nitpicky but one of the 4e tenets is to not mess around insisting on this sort of stuff, so it’s a shame to see such a lazy challenge.

The purpose of the nexus is woolly. It can be filled with scalding water to seal off the tunnels and drown intruders, but you won’t want to think about that too deeply. It’s actual function is to provide a suitably dramatic close to the adventure. There’s some other chambers to explore, and other orcs (as well as stranger foes) to fight. It’s also where your players will encounter that other adventuring company from back in Overlook. However, it’s the final chamber that will live on in your memory long after the adventure is done.

Inevitably there’s spoilers in such a review. If you don’t want to know about the climax, skip the next paragraph.

The nexus is straight out of Dr No. It’s quite techy for D&D to be honest, even for a dwarf stronghold. It’s a giant steam bath with lots of mesh catwalks and massive machinery with it’s very own control panel. The party are on a race against time with rising water and steam as well as multiple waves of orcs entering the fray. Finally there’s Tusk and his shadar-kai mistress to deal with. They make great end of adventure adversaries, a nasty mix of melee and magic which will really test the party. To make things even harder, there’s a skill challenge to be completed at the same time as the combat rages, and it’s likely to be the party rogue that concentrating on that task, so you may be a striker down.

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What is next?

Next up is

- deciding on how we are getting to Castellan Keep.

- We learned about Tusk and are going to take him out.

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Enter the Monastery

- We were camping outside the gate of the Monastery of the Sundered Chain
- we encountered ghosts of the fallen drarves the defended the gate of the Monastery.
- It started raining
- we decided to use the rain to our advantage and enter the gate to the Monastery.
- We made it in with no one noticing, but after the group starte bickering with eash other they made enough noise to alert the 3 groups of Orcs that were past the gate
>> ENCOUNTER – 6 Orc Drudge and 2 Orc Raiders <<
- we hid behind a large statue of a dwarven Monk to take a full rest and regain our health
- we are planning on waiting untill the Orc shift change in the morning and sneaking in the Monastery.
- End of Session

Notes:

August 26, 2012 23:20
- We were camping outside the gate of the Monastery of the Sundered Chain
- we encountered ghosts of the fallen drarves the defended the gate of the Monastery.
- It started raining
- we decided to use the rain to our advantage and enter the gate to the Monastery.

- We made it in with no one noticing, but after the group starte bickering with eash other they made enough noise to alert the 3 groups of Orcs that were past the gate
>> ENCOUNTER – 6 Orc Drudge and 2 Orc Raiders <<
- we hid behind a large statue of a dwarven Monk to take a full rest and regain our health
- we are planning on waiting untill the Orc shift change in the morning and sneaking in the Monastery.
- End of Session

in the next session that I did not document, We had 2 encounters.

- Entering the Monastery in the Hall of Moradin.
The dome of this massive chamber features a brilliant
mural of dwarves fighting giants in what looks like the same
mountains through which you have traveled. At the center
of the room is a dais ringed with blood-spattered steps.
Atop it stands a cracked anvil, clearly an altar, but now
desecrated by dripping gore and smears of filth. A hideous
orc crone dressed in tattered rags screeches when she sees
you, hopping from one leg to the other in outrage.

Altar:
On the center of the dais is a large altar
dedicated to Moradin, cut from black basalt and
carved to resemble a large anvil. The orc witch doctor
has desecrated the holy stone, smearing excrement
on its surface and mingling the filth with the spilled
entrails of murdered priests.

- after encounter they noticed a giant anvil in the middle of the room. There was a series of gems on the side of it. 2 blue and 2 red. The Orc Witch Doctor had a Purple gem crudely tied to her belt. Froncis takes the gem and puts it to the missing socket between the red and blue gems. The Anvil stands on end and the entire podium sinks in to the ground revealing stairs. The anvil’s top then slides open revealing a pathway.
- After some funny occurrences they were able to get though
- they walk down a hallway and finally come to the grand hall.

The carnage in this grand hall is obscene. Dead dwarves,
some still in their nightclothes, litter the floor, blood
painting the gray stone tiles, walls, and columns. In the
light cast by burning braziers, you see the butchers:
more orcs.

Pirates: http://www.dandwiki.com/wiki/Pirate_(3.5e_Class)

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