Castle Amber: A D&D Adventure

Talk about things that are not making games here. But you should also make games!

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Spoonweaver
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Post by Spoonweaver »

On the other side of the door, the group sees the biggest bloodhulk yet. Easily standing more than 12ft tall, the bloodhulk stood int he middle of the room. It faced a set of stairs leading up, and had not yet reacted to the groups arrival. Runes, similar to the bloodhulks from before though a different color, covered it's body.
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BMR
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Post by BMR »

Kalar stops in his tracks and whispers to the others: "Er, right... This might not be a good time to face this creature as we're not at full strength. Let's head back to the wagon for now."

On the way, he will stop by the room with the dead bodies as he needs more minions.


Kalar has Animate Dead prepared and can animate 22 HD in one pop. He has 77 onyxes, and will animate every body that he can as skeletons.
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Post by Spoonweaver »

Kalar raises a new army of skeletons and marches them back tot he surface with Voulton and Rob close behind. They arrive to find Rachelle reading quietly.
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Post by BMR »

Kalar recounts the details of what they discovered in the keep to Rahelle and Hrulgin, concluding with, "This mystery is getting more and more complicated it would seem. There is now certainly some sort of connection between this place and the castle, but I doubt we are currently in a position to be able to delve further, what with that large bloodhulk.

"I suggest we spend the rest of the day studying these books, and then turn in for the night. Tomorrow, we will be better prepared to face that threat and to finally unravel the mystery of this place. And the sooner we deal with this place, the sooner we'll be able to head for that axe which will certainly be of use facing Azderac."

With that, Kalar orders his new minions into a perimeter, making sure that nothing takes them by surprise. He retrieves the books we was studying, and begins to peruse them.



Has Kalar opened the one that requires blood ("Fell Articles of Banor" I think)? And what was its special thing again?
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Post by Feenicks »

Rachelle mentions the secret door she found in the room where the beholder was; perhaps that could be a target of their activities tomorrow.
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Post by Bob the Hamster »

"If this Bloodhulk is anything like the two runed ones we faced before, it might be worth a try to hit it once with an arrow, and then run away."

"But at any rate, yes, let's rest and have a go at it in the morning."

Before returning to the Enchiridon of Kurda, Rob spends a few minutes walking around the camp calling out first Lynda's name, then his father's
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The adventurers settled in to what was going to be yet another day spent at their ruin side camp. The camp had become somewhat comfortable. A few tents had been set up, on a partially permanent bases, and some larger rocks had been arranged around the fire-pit for sitting. The horses were left to wander from time to time, under the leadership of Stumpy. The party were becoming comfortable here. They had everything they needed, and even very interesting books to keep them entertained.
The bug-like creatures that had appeared before did not make a return appearance that night. Their unmistakable screeching could be heard in the distance however. It sounded like they were getting closer. Lynda and Dan continued to elude the others. They checked to see if he had taken the mirror or the potion, but they were both still in a safe place in the wagon where they had been for weeks. The group enjoyed their books as the night passed by.
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Post by Bob the Hamster »

"I guess we ought to address the Dire Bear in the room." Says Rob.

"Lynda has vanished, and we don't know if or when she is coming back..."

"When we finish clearing this Ruin, shall we keep waiting for her? Or keep going after that magic weapon Voulton mentioned, or whatever we decide to do next"

"I am inclined to think that wherever Lynda has gone, Dan has gone after her."
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Post by BMR »

"I say we wait for her. I can foresee us staying here a few more days. Particularly as I intend to claim this place as a stronghold for our own use, but my doing so will require that I spend an entire day casting the spell. That's not for today though, but soon as I do it, we should have a relatively safe base that we can use. But first, we do need to clear it out. I am certain Lynda will be back by then, and if not, she will at least be able to return to a place that has been cleansed of Nathaire's presence."

Kalar spends a few minutes meditating before standing and making ready to enter the ruins once again.

"Right, Rachelle, you said that there was a secret door? If you could lead us to it, if you please. It's time we got to the bottom of this mystery."

While preparing, Kalar retrieves the cloak of charisma from Bill's saddlebags and places it around his shoulders. It will help some, at least. He also retrieves a skull from the pile he had collected previously and places it into his pack for use later.
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Post by Bob the Hamster »

As Rob follows Rachelle and Kalar to the secret door, he asks Kalar.

"Make this place a stronghold you say? That sounds interesting. What is the spell you are going to use for that purpose?"
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Post by BMR »

"It's a complicated spell, but essentially, what it will do is to place divine power throughout the place. It will allow me to rebuke and control undead better, and all who enter the place will be affected as if by a sudden chilling fear. I will also place a few skulls in the area that will be triggered to alert me should any intrude. Lastly, I will leave a small force of skeletons here, they will guard as best as they are able, and will provide me a means of instantly teleporting back here should the need arise."

Before they leave for the ruins though, Kalar retrieves his shovel from the wagon. He then holds up his holy symbol, focusing divine power through it to create an unseen crafter. He lays down the shovel where it can reach, and then orders it to begin digging a defensive ditch around their camp. He instructs that the dirt shoveled out should be packed and formed into a scarp so that that anything coming from the direction of the river or surrounding areas will first have to contend with the ditch and then climb or crawl over the scarp.

It won't be much of a defense, but it's better than nothing and will at least slow things down. And with the sound of those insect things seeming to be getting closer, it seems like having any sort of defense will be a good idea.

As they walk towards the ruins, Kalar ten of the skeletons to follow, along with Bill. Hrulgin, however, stays behind, reading his book and guarding the area.




Spell Used: Unseen Crafter (Races of Eberron, p. 191) Clr 2

Duration: 8 days

Craft (stonemasonry I guess): 0 (ranks) + 7 (wis modifier) = +7

Taking 10 = +17
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lvl 11's gain 1250 xp
lvl 12's gain 850 xp
lvl 13's gain 675 xp

The new day was upon them. The adventurers gathered together after a long day and peaceful night of sleeping, eating, and reading. Voulton, Rob, and Kalar follow Rachelle into Nathaire's old lair. Kalar's undead army also follows closely behind. The group reaches the room where a beholder once stayed. The room was completely empty. Rachelle pointed out the secret door so well that a child might be able to use it, then stepped back.
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Post by BMR »

"Most interesting. Right, lads, get ready, we don't know what's behind that door."

Kalar manifests his sword and gets his shield ready. He uses his sword to check for traps, and then (assuming no traps are discovered) orders two of his skeletons to open the door.
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Kalar's sword detected no traps on the secret door. The skeletons opened it for Kalar and a part of hte wall slowly swung open. The door revealed a secret room. This secret room seemed to be a very nice bedroom. A canopy bed, a vanity, a large fine rug, three fine paintings on the wall and a wardrobe made up the contents of the room. Everything looked aged but well kept. To the west of the room, a large solid iron door could be found. This may have been the strongest looking door the adventurers had ever seen, with a few exceptions. Above the iron door, the symbol of Levistus could be seen.
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Post by BMR »

Kalar does not enter the room. Levistus is not exactly hostile to his deity, but they are not exactly allied either. Entering the room could potentially be a very bad idea, so he decides to play it safe. Of course, he will warn the others as well.

"It might not be a good idea for me to attempt any magic on that door or to even enter that room. That is Levistus' symbol, the deity that Azderac is supposed to worship. My deity is not at war with Levistus, but neither are they exactly on friendly terms and I am not sure how that deity would react to my being here, much less attempting to force the door down. We do have a potion and a couple of scrolls back on the wagon that can increase strength, so if one of you wants to attempt forcing the door open, then that's as good an idea as any. None of your are of your deity's clergy, so it could potentially be safe."

Kalar has no intentions of entering the room, but he will send his skeletons in. He orders three skeletons to enter and remove the paintings. They might be worth something somewhere, and he orders the skeletons to return to the wagon with the paintings. He also orders two skeletons to move the vanity outside of the room and another two to move the wardrobe.
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