Saturday, June 08, 2019

Lost Tombs session #1

So I've decided that I am not going to attempt a recap of my own after every session.  I'm not sure I have the time to do that sort of work justice.  However, I have put a bounty of your PCs current level x100 xp on any of the following items:

  • a session report written from the PC's
  • an illo relevant to the session (even just a PC selfie)
  • a map to share
So here's what I have to share on behalf of the party, at least so far:

Eyeri the Young Magic-User and their familiar Slith

Grenthor the Half-Dragon's Account

Tumero Uno
[It is a known fact that there are multiple tombs in the region. The party declared the one they visited "Tumero Uno." -Jeff]

[Shoe: Magpie; Nick: Iree; Matt: Ricky Prosecco; Adam: Grethnor]

Immediately after entering we have a birthday party for Magpie! She
levels up! Loooong stair to misty room, feel our way to NW corner.
Magpie heads out holding string into circle of six swordsmen(?) in metal
armor with torches, who hear her. We avoid them and south there are are
double doors.

Skullmac uses his Read Languages to discover "The Death of Ten Thousand
Dooms Be Upon Him Who Disturbs The Tomb of Lysoc the Conqueror."

Another double door with a witch (striped leggings, buckled shoes) with a
soup that smells awful. But it tastes good! Grethnor drinks a bowl and
introduces himself. She gives Magpie a lime candy. Magpie sneaks off
to heist a taxidermied cat and we find exit door behind tapestries. The
witch is apparently named Granny now. Ricky drinks a potion of heroism
and has extra sleep spells.

She says Lysoc is very grumpy and on the third or fourth level. LRR:
gnomes; LRL: skeletons. All skeletons look alike to her. Watch out
for the skeleton king.

We find three gnome janitors following the instructions (past an
upstairs with a glowy magical light at the top), and Ricky puts them to
sleep. We steal a belt buckle and two rings. Then we find some giant
rats whom Magpie befriends. She discovers that Granny gave her a magic
glove! It dispels illusions and if it can be protect-from-evil-ed she
can become invisible to it.

Then she and Iree's pseudodragon head down the rathole. They do some
exploring, find a nest (no babies), a tunnel leading down to "spooky
levels", a round room with a black column of eeeevil and four steel
skeletons. We go exploring some more and Grethnor uses an "Abstention
Of The Written Path" to find a secret door. Skullmac opens it and is
immediately eaten by some horrible lumpy furry beast with a skull face.
A short combat ensues and Grethnor buzzsaws it in half.

Sumptuous bedchamber behind the secret door. Painting of an arrogant
wizard with a safe (which we cannot open) behind it. Time to get out.
The gnomes are fighting, and Ricky puts them to sleep again. We get out
without further incident, bearing Skullmac's body; we pay double to the
guild for his burial and each end up with 200GP and 388XP.

Grenthor's Map

One Other Thing

Nick has kindly started a PC roster like we used in the Vaults of Vyzor game.  This helped everyone keep track of the adventurers lounging about the base area.  It's not a requirement that you use it, but I think it's a good idea.


  1. This is a great idea (the bounty) and it sounds brilliantly bonkers too.

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  3. I'm gonna steal that XP bounty idea. Good stuff, nice to see you blogging again.

  4. Double plus good. I can't play this time, it being too late for me, but at least I can experience it vicariously here.

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