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| Ready for the final push |
Introduction
After six sessions the party is finally approaching the end of this module. I think it is fair to say that none of us really like it as written. As in Machodor session #92, at points I quote directly from the module and critique them. What has elevated the enjoyment are the background threads of Bumblebore and Giuseppe's quest to obtain the missing fragment of his sword.
Timekeeping
This session began on December 18th 2025, with the player characters adventuring until the end of the day and then travelling to Guarda and on to Minas Mandalf. Downtime for these characters begins on the 20th.
Player Characters Present
Sever the Wrathful (Level 9 Pegasus Corps Ranger of Machodor, wielder of Were'shbane and wearer of the Girdle of Cloud Giant Strength, rider of Mustang) with henchman Thomas (C6), and Rabbit (FMT 445)Giuseppe (Level 8 Paladin of Rome, Brovenloft, wielder of the Dragonslayer and the Shield of Protection from Missiles, rider of Bonecrusher) with henchmen Rhoikos (M5) and Steelvein (F5)Gurt the Green (Level 6 Paladin of Machodor, wielder of the Liberator, bearer of the Fabled Ice Jewel of Frigia, wearer of the Armour of Most Superior Defence, rider of Artax)
Downtime
Session Report
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| click to see the route in detail |
The most likely place that will be found, however, is the passage full of sleep gas which is reached by the east door. When the doors to the north (which open to the sleep gas area) are opened, everyone in that passage will instantly collapse in slumber for 2-8 turns. Each turn of slumber roll a d4, and if a 4 results, a stone juggernaut (rather like a steam roller) comes out of the 20’x20’ room to the north and rolls 1-6 spaces (10’- 60’) south then west as determined by a roll of d6. Everything it rolls over is squashed to a pulp. There is no appeal. (If the party is in this way destroyed, show them GRAPHIC #23 )
ADAMANTITE DOOR: Although it is marked secret, it is very evident; the marking is simply to make certain that its actual nature is known. It has permanent anti-magics on it, and there is no magical or physical way of forcing entry. There are 3 slots in the door at about waist height. If 3 sword blades are shoved simultaneously into the slots, the 1' thick panel will swing open. THIS IS A ONE WAY DOOR WHICH CANNOT BE PREVENTED FROM CLOSING IN 5 ROUNDS!
THE PILLARED THRONE ROOM: There are scores of massive columns in the huge chamber, and each of these 3‘diameter pillars radiates magic when detected for. Any character who touches a pillar with or without intent will uncontrollably float upwards (levitation) until he or she bounces gently around on the ceiling just as a child’s helium balloon. To stop this effect a dispel magic or remove curse spell must be placed upon each such individual. (Use GRAPHIC #25 to display this 110’ square, 30‘ high room.) There seems to be a gentle breeze in the room, for any character floating amongst the many-hued columns will begin drifting north eastwards or north westwards (towards locations A or B). From the entry the observant character will be able to observe part of the dais (D) or room 27, if a bullseye lanthorn is employed.
Contrasting with the pastel colors of the floor and pillars of the hall is the stark blackness of the huge dais atop which rests an obsidian throne inlaid with silver and ivory skulls. Upon the throne rest a crown and a scepter, both of which will give off an aura of magic. The crown of gold negates the pillars’ levitation effects and enables the wearer to see within the hall as if he or she were in normal daylight, but outside this place the wearer is blind! Furthermore, the wearer knows that the crown can be removed only by touching the scepter to its top. The scepter is of electrum, with a gold ball at one end and a silver knob at the other. If the silver end is touched to the crown, the wearer is instantly snuffed out, turning to a fetid powder which cannot be brought back to life no matter what (wishes notwithstanding). If the golden knob is used upon the crown, the wearer can lift it from his or her head. Examination of the throne will reveal a small replica of the crown inlaid in silver upon the lower front panel of the seat. If the silver end of the scepter is applied to this inlay, the throne sinks and reveals a 5‘ wide passageway.
After several attempts at image generation I decided that this scene was better left to the imagination.
And so it was down to two player characters and their henchmen. Ahead, at the top of the stairs, the famous—in certain rpg forums—mithril doors had been opened by someone, so it seemed likely that at least some of the Sidonian party were still alive. They advanced past the doors, thus avoiding the business of drowning in blood if they were damaged.
If the door is attacked by force it will not budge, but if it is scratched or nicked it will show red and if cut by a sharp weapon it will begin to gush forth blood - the blood of all those who have died within the area of the Tomb! The red flow will cascade down the steps and fill the area to the top of the 1st step in 6 rounds, and each round thereafter it will rise higher by 1 step. In 20 rounds it will completely fill the foyer to the ceiling.
Is this a reference to The Shining? The timeline suggests no.
Next was the "False Treasure Room (30). This played largely as written. After the false lich in room (18), I could not tell whether the players were buying the trick or not—I suspect not. More importantly, this was as far as the Sidonian remnants had reached: Bumblebore and the Shadow Knight Ackabhaal the Black Rider.
Bronze Urn: This gold filigreed container is very large, and a thin stream of smoke issues from a tiny vent in its brass stopper which is sealed shut with gold fill. This gold must be pried out to open the urn. If the stopper is removed, an efreet will come forth. If the urn has been battered, knocked about, shaken, overturned, etc., the creature will be in a fury and attack. Otherwise, it will perform 3 services for the party and then depart.
Bumblebore, having somehow persuaded Ackabhaal that the disaster in the southeast corner of the pillar room was the fault of the party cleric rather than himself, convinced the Shadow Knight to use the Efreet's three wishes to position the two of them for an ambush of the Machodorian party following behind. Both readied their most powerful spells. The trap was set.
So that was the state of the room when Sever and Giuseppe came in, they collected some of the loot that was available here, found their way out of the room and into the corridor (32) and, finally—Gary has some more time-wasters here—discovered the entrance into the true crypt (33).
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| As soon as they stepped inside Bumblebore and Ackabhaal appeared, ready for battle! |
Combat #1: The Demi-lich Acererak Kistomerces
Rounds: 5
Result: Party VictoryHighlights: Giuseppe immediately sensed the remaining sword fragment—the hilt he had long anticipated finding here. Calling to it, the hilt flew across the vault and fused with his blade. Sanctus Draconis Interfector now functioned as a +4 weapon, the fragments reunited at last. Whether it would prove sufficient to damage the skull remained to be seen. From prior clues in the tomb, Giuseppe had directed Rhoikos to prepare Shatter against the possibility the skull might be vulnerable. Bumblebore had of course prepared Shatter—and by fortunate coincidence, the Sylph Aeoline knew it too.
Rabbit, Sever, and Steelvein engaged Ackabhaal directly, and found him a ferocious opponent: a damage-reflection enchantment turned wounds back on his attackers, while damage he inflicted healed his own wounds. Thomas's healing kept the fighters going.
All that now remains of Acererak are the dust of his bones and his skull resting in the far recesses of the vault. This bit is enough! If the treasure in the crypt is touched, the dust swirls into the air and forms a man-like shape. If this shape is ignored, it will dissipate in 3 rounds, for it can only advance and threaten, not harm. Any physical attack will give it 1 factor of energy, however, and spell attacks give it 1 energy factor for every level of the spell used, i.e. a 3rd level spell bestows 3 energy factors. Each factor is equal to a hit point, and if 50 energy factors are gained, the dust will form into a ghost(see ADVANCED DUNGEONS & DRAGONS, MONSTER MANUAL) controlled by Acererak. and this thing will attack immediately. (The dust will waver and fall back if it is struck by blow or spell, as if suffering actual damage, so formation of the ghost is not too improbable.)
TBH this whole thing makes no sense to me, it would only make sense if the party enters the room and then refuses to interact with anything else. In the event, with everything else going on no one noticed the dust storm as a threat an it dissipated in 3 rounds as written. However:
The demi-lich can tell which member of the party is the most powerful, and it will usually select a magic-user over a fighter, fighter over a cleric, a cleric over a thief. The soul of the strongest will be drawn instantly from his or her body and trapped within the right eye jewel, and the gem eye will gleam with wickedly evil lights as the character‘s body collapses in a mass of corruption and moulders in a single round-totally gone.
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| Bumblebore's sacrifice |
After an initial burst of damage, the rounds started passing without further damage being inflicted on the demi-lich Kistomerces. With the greater magical threat eliminated, the skull turned elsewhere. First, Aeoline was destroyed in the same manner as Bumblebore. Then, to his great horror, Ackabhaal too was destroyed. This took the pressure off some of the heroes as he had been getting the upper hand, but they were helpless to aid Giuseppe as the next round started. The party won initiative. Things were so desperate the Rabbit tried hurling a gem a the skull, but missed and the priceless gem shattered against a wall. Giuseppe swung and missed. Then Rhoikos, the fragile magic-user henchman, had completed Reading Magic on the scroll Bumblebore had dropped, looked up and cast the spell contained within.
Shatter.
The skull cracked. The life-force of Acererak Kistomerces was destroyed.
The party stood a moment in the silence of the crypt, gathering themselves, making sense of what had just happened.
The loot was considerable and—mercifully—mostly portable. Among it was the entirety of Gurt's kit, which the party recognised and sadly distributed among the henchmen. Exfiltration followed through a sequence of secret doors that the module insists upon even after victory (to what end at this point is genuinely unclear), and eventually the party emerged into the main entrance corridor (3), where a naked Gurt was waiting with evident relief. His armour—the Armour of Most Superior Defence, won in Brovenloft—was returned to him, along with the rest of his belongings.
Dénouement
Bumblebore's scroll also contained instructions: carry the skull's remains back to Guarda and to find his rooms there where his henchman Gilthaniel and Familiar O'Malfoy would be waiting. The party did so. They found a bizarre room, where Simulacra of Bumblebore and the other party members had been maintained in careful suspension.
If the skull is destroyed, each gem trapping a soul must make a saving throw versus magic as if it were the character trapped within. Those failing their save contain no life force - the demi-lich drained the soul and devoured it before being destroyed. Those which succeed still contain the character's soul, and this is evidenced by a faint inner light (and visible as a tiny figure within the gem if viewed with true seeing, true sight or a gem of seeing.) The soul can be freed by crushing the gem, but some material body must be ready within 10’ distance to receive it - a clone, a simulacrum, a souless body of some sort.
The gem containing Bumblebore's soul was shattered per his instructions. The simulacrum stirred into life.
He thanked the party for saving him. For restoring the timeline. For other things that made no sense to them whatsoever. He apologised, somewhat sheepishly, for having collected hair and tissue samples from them over the preceding months to create the Simulacra—a contingency against precisely the sort of deadly powers the demi-lich had just demonstrated. The players were content to pocket their loot and leave that particular thread well alone.
Session Statistics:
Combats: 1
Rooms mapped: 7
Combat rounds: 5
Losses: Aeoline, Gurt's dignity

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