A Good Day to Bard Hard - The Tomb of Tarraketh (aka the GM's folly, aka how to make a 19 room/encounter dungeon a 4 room encounter, aka bugger I need to workout what's next)
This is the Tomb of Tarraketh Sorrowsong, though he later became known as Tarraketh, Lord of Sorrows. He was a powerful orc warlord who pledged his allegiance to a demon lord to turn the tides of an ancient war amongst tribes. With his newfound power, he crushed all enemies in his path.
Afterwards he continued to grow his influence and power by obeying the wishes of this demon.
The history rumours were that when Tarraketh's strength began to fade in his age, his followers decided they would devise a way to restore his youth. It took many years, but they created a beautifully crafted structure complete with sacrificial chambers, traps, and even the instruments required to extract one's soul from their body. Tarraketh’s soul was removed and his body placed in a rune enchanted sarcophagus. Hundreds were sacrificed and their blood used to slowly restore vitality to the warlord’s withering body. When the restoration was nearing completion, a group of heroes arrived and slew the remaining orcs within. They were so injured from battle that they perished as well, leaving the tomb’s location lost for centuries- Tarraketh on the brink of a return to power.
Many of Tarraketh’s followers took their own lives when their lord fell, willing to be resurrected via their lord’s strength when he returns to power and wanting to keep their bodies maintained at their peak strength. Other followers have been preserved through magics, ensuring that only those worthy of seeing Tarraketh's body ever manage to reach it as they burst from coffins to protect their lord.
Is this that tomb?
Lemmog leads the way down through the external doors.
A Grand Entrance
Beyond the external doors to the Tomb is a wide stairwell leading thirty feet down before coming to a set of double doors. Inscribed on this fine wooden door in a simple phrase written in orcish:
Only the faithful shall return from this place.
Pushing these doors open reveals nothing but darkness. No torches magically spring to life, nothing leaps out to attack you, and no sound beyond the slight squeak of the door can be heard. This room is quite large with a ceiling that extends up twenty feet.
Bo sends light motes into the room to light it up, and Hydrica casts light on Flint so he can see.
Four massive stone pillars are evenly spaced through the room with a beautiful black, blood red, and navy blue carpet laid out between them. At the centre of this decorative rug and the room itself, is a six foot tall block of marble with an inscription upon it in Orcish:
A lifetime of conquest and slaughters, our lord, he is perfect Tarraketh, the Lord of Sorrows, and we - his loyal subjects
Visitors beware, for we have made the ultimate sacrifice
Now our power is boundless, so heed this advice
Turn back now and spare yourselves a horrible death
For none but the faithful may see the Tomb of Tarraketh
Along the walls are detailed works of art displaying a towering figure shrouded in black and blue robes and a legion of orcs behind it.
On another wall are the fiery remains of an orcish village and a silhouette of this figure in the background, dominating the landscape with its shadow.
Another wall features humans and elves being sliced down the colours are vivid and violent in nature.
The art is almost abstract in nature, giving just enough details to capture the raw emotions of these scenes and leaving the rest to your imagination to fill in the blanks.
There is a door to the west and a door on the north side of the room.
The Band examine the West side door and find it to be locked by magic runes.
So the Band head through the North Door to The Blood Altar.
The Blood Altar
This room has a beautiful carpet at its centre and a multi level stairwell to the left that leads up to an altar draped in lovely red velvet. On the edges of the room are four large stone tombs that are sealed shut with dozens of chains each.
These containers are seven feet tall, three feet wide, and decorated with orcish and abyssal inscriptions and what looks like a glass window into each tomb.
There are two doors are on the far side of the room and two more are on the right, all are currently locked.
A creature that can read Abyssal or Orcish can discern that these are tombs that belonged to loyal followers of Tarraketh:
Kor'gal Bonecrusher
Leshar Spinegnarl
Mor'gar Dreadblade
Zornath Bloodscream
The Blood Altar
Gribble and Bo head up to the altar and see that the altar has a large curved dagger and a hatchet sitting upon it and a bowl-shaped recess at its centre. Thin lines run down the stairwell from the altar, leading to the edges of the room and beyond into the other portions of the tomb. Also sitting on the altar are four black candles.
Gribble creates blood in the bowl-shaped recess, it flows down the thin lines but nothing else happens except a sharp pain tears through the body of Gribble. .
Bo with a magical flourish lights all four black candles at once causing the chains on the containers on the edges of the room all snap loudly and the stone lids slide away. Black liquid pours out and coats the floor, revealing an orc standing in each of these stone boxes that is ready to kill.
The High Guard of Tarraketh
The four former high guard of Tarraketh look the same as they did hundreds of years ago and being suspended has not detracted from their ferocity. Each of them is at least six and a half feet tall and are covered in scars from multiple battles.
Along their arms are also multiple scars where they cut their own bodies to give their blood as a tribute to the Lord of Sorrows.
Zornath is a spellcaster and wears flowing black robes with a royal purple trim. His head is shaved bald and he has war paint that covers most of his face and extends up and over his head and trails all the way down to the centre of his back. His eyes are black and fierce and his body is coated in dozens of scars from self-inflicted wounds used in his dark spellcasting.
Leshar is adorned in fine scale mail and wields a longbow made of wood that has been stained black and is much thicker than a traditional bow. At her sides are two weapons with curved blades to allow them to reach around shielded enemies. She is female, but holds strength that surpasses all but the most brutally powerful of male orcs and her tactical abilities are exceptional.
Kor'gal wears black chain mail with accents of dark blue in the form of spikes that have been hammered into the armor. He wields a deadly maul with a horn that once belonged to a rival warlord embedded on either side of the weapon, though this is mostly for intimidation rather than any sort of additional combat effectiveness. He bulges with muscles that stress the armor, but the veins that are visible in his arms are black in color. He is the tallest of the group, towering at seven feet tall.
Mor'gar has lighter armor and wields a painted round shield and a serrated longsword. While he is strong, he relies on speed to dodge and deflect most attacks. His armor is painted, but lacks the exotic adornments of the others, but he does have multiple piercings and rings on his ears, nose, and even on his tusks.
Blood Offering
The band make a tribute at the altar using the blood of one of these high guards, for they are loyal followers of Tarraketh even into their death.
Once the sacrifice has been made, the thin lines that run down the altar and out of the room begin to glow lightly. The doors leading out of this room to the east and south are opened . . . but the main entryway doors to the tomb slam shut and are sealed with magical runes.
The wall behind the altar lights up with a new set of text that was previously invisible. In orcish it reads:
The trial has begun. Prove yourselves true believers or be sacrificed to the Lord of Sorrows.
Beneath this text is a hourglass of a deep navy blue and slowly beads of light drip down into the lower portion.
Ekham moves to the left hand northern door and dispels the magic locking it and picks the lock on the door. (Speed Run!!)
The band walk through a strange winding hallway before the path opens up into a room containing a strange device.
The Soul Extractor
The Right Side - Soul Vessel Creation
Hanging above this machine is a plaque that reads "Soul Vessel Creation" in orcish. There are dozens of tubes leading into each of the device and runes inscribed all around it. Crystal orbs of every colour spiral across the front and sides of the device, flexible hoses curve and twist from one side to the other or sometimes into the wall, and the occasional spark of magic can be spotted jumping from one glass chamber to the other.
There is a prominent interface on the front of the device that contains a small metal door, a large lever, and a smaller round hole that leads into the device and is glowing vibrantly.
Above the lever is a label that reads ”Extract”. It is quite spectacular to behold.
On the wall next to the device are three shelves lined with simple stuffed cloth dolls. They have arms, legs, a torso, and a head with two black button eyes, but no distinguishing features. Over three dozen of these dolls sit on the shelf, staring lifelessly out into the room.
Beyond these few things, the room is fairly empty except for a few spare parts for the device.
The Left Side - Soul Restoration
The left side of this area is almost a perfect mirror of the right side. The devices are indistinguishable except the label above the lever now reads “Restore” and the plaque on the wall reads “Soul Doll Infusion”. There are three shelves mounted on the wall of this side as well. It contains only a few dolls - all of which are orcs.
Extraction
The band spent almost 1 hr contemplating the conundrum of this, when Heironimyo just chose a doll, placed it onto a little plate beyond the small metal door on the front of the device.
Placed his entire arm into the smaller slot near the lever.
Then pulled the lever, tearing his soul from his body and placing it into the doll.
Dozens of needles slamed into into Heironimyo's arm, piercing the flesh from every direction and embedding within the bone. Agony takes hold but his body is paralyzed and he is unable to scream or express emotion with anything but his eyes. As the soul is pulled from his body, Heironimyo begun to lose his breath, he tries to inhale but nothing seems to happen and the sensation of suffocation sweeps over; but after fifteen seconds or so of struggle, he realizes that he no longer need to breathe. His skin turns pale. Hunger leaves him, thirst leaves him, and time itself seems to be suspended somehow.
This took about thirty seconds but feels like much longer:
When the process is finished, the door on the front of the device opens and reveals a Soul Doll that looks identical to Heironimyo.
While without a soul, Heironimyo has the following traits:
- It is considered undead
- It does not need to eat, drink, sleep, or breathe
- It has resistance to necrotic damage
- It cannot be healed
- If the doll containing their soul is destroyed, the creature becomes an savage zombie whose mind can only be restored via a Wish spell. If the doll is moved to another plane, the creature falls unconscious until the doll is returned to the same plane.
After their soul has been extracted, Heironimyo can move through the ethereal barrier that leads toward Tarraketh's Chamber, but their Soul Doll cannot go with them.
Bo looks after Heironimyo's Soul Doll.
Tarraketh's Chamber
At the center of this chamber, constructed on a beautiful marble base at the top of a stairwell, is Tarraketh's final resting place. The coffin, which would better be described as a sarcophagus, is crafted from gold and silver and displays a perfect depiction of the orcish warlord that you assume still resides within.
Four pillars are spaced across the room that reach from floor all the way up to the top of the thirty foot ceiling.
Runes are carved all along these pillars and shimmer periodically with the blue and red light.
There a huge amount of rubble scattered about the room, as well as some corpses for additional décor.
Before going to far, Lemmog and Hydrica join Heironimyo by extracting there own souls and bo has a little tea party with their dolls.
The Guardian of Tarraketh
Whenever the first creature reaches the base of the stairs leading up to the sarcophagus, the pillars around the room all begin to spark with vibrant light that fills the chamber.
Random pieces of stone, marble, silver, and gold scattered around the room begin to glow and shake. Moments later, these pieces are all ripped together and crash in a blinding flash of red and blue. When the band's eyes adjust they see a hulking guardian near the sarcophagus.
Heironimyo, Hydrica and Lemmog fight the Tomb Guardian with Ekham, Gribble and Bo firing wild shots through the doorway into the Guardian.
The Pillars start shocking Heironimyo, Hydrica and Lemmog, but eventually they put down the Guardian, not before the room stars filling with poisonous gas.
And Stay Down
Teh Pillars pulse and reanimate the Tomb Guardian, it was at this point the band realised they may have messed up.
Now targeting the pillars they band start to take less lightening damage from them, and when they finally destroy all pillars and then set upon the Tomb Guardian again, it stays down.
Destroying Tarraketh
Once the Guardian of Tarraketh has been defeated. The band open the lid of the sarcophagus reveals the orc warlord in all of his terror and glory. The body doesn't appear to have decayed at all.
The band destroys his physical body once and for all.
Rewards
Tarraketh is buried alongside some of his wealth and some of his favorite magical items.
Gold
7000 gold (hmm you are starting to be weighed down with coin)
Dread Helm – Steel Helm
Wondrous item, common
This fearsome steel helm makes your eyes glow red while you
wear it.
Skull Helm of the Chieftain
Wondrous item, rare (requires attunement)
A large stone helm made from the skull of a large reptilian creature. While wearing the helm, you have resistance to psychic damage, and you have advantage on Wisdom saving throws. Whenever you score a critical hit while wearing the helm, the target of your attack must succeed on a Wisdom saving throw (DC 16) or become frightened of you and the helm for 3 rounds
Berserker's Greataxe
Weapon (greataxe), very rare (requires attunement)
A jagged stone greataxe with intricate designs carved along the handle. You gain the ability to rage (as the barbarian ability) once per day. If you are a barbarian, you may rage one additional time per day than allowed by your class level.
While raging, the greataxe deals an extra 2d6 thunder damage. For a barbarian, the first rage of the day while wielding the greataxe is the bonus rage. A barbarian deals the extra damage with the greataxe while raging even if the rage is not granted by the greataxe. The greataxe regains its spent rage ability daily at dawn.
Cape of the Orcish Sorcerer
Wondrous item, rare (requires attunement by a druid, sorcerer, warlock, or wizard)
A long, rough, flowing, black cape with arcane symbols sewn along its surface. While wearing the cape, you have advantage on spell attacks. The cape has 2 charges. As an action, you may expend one charge to cast either enhance ability or scorching ray. The cape regains 1d2 expended charges daily at dawn.
Bloodied Boots
Wondrous item, rare (requires attunement)
A pair of thick, rough, hide boots with heavy fur trim. These boots have no effect while you are at your maximum hit points. When you drop below your maximum hit points, you gain a +1 bonus to damage rolls. If your hit points drop below half of your hit point maximum, this bonus increases to +2.
Additionally, when you are reduced to 0 hit points, you may immediately make one attack as a reaction before falling unconscious.
Totem of the Wasteland
Wondrous item, rare (requires attunement)
A beige stone totem with intricate designs carved across its surface. While attuned to this totem, you have resistance to fire damage and are immune to the negative effects of extreme heat, you have advantage on Wisdom (Survival) checks made while traveling in a desert environment, and you do not have disadvantage on ranged attacks made in strong wind
Fearsome Maul
Weapon (maul), very rare (requires attunement)
A massive maul with a ferocious-looking skull design on the head. Attacks with this maul have a +2 bonus to attack and damage rolls and deal an extra 2d6 psychic damage. On a critical hit, the target must succeed on a Wisdom saving throw (DC 16) or take an additional 2d8 psychic damage and become frightened of you and the maul for 3 rounds.
Orc light battle armor
Enhanced Leather armour providing 13 + Dex modifier AC
When you are bloodied (half hit points) this increases to 15 + Dex modifier, allowing the wearer to charge furiously into the fray and destroy opponents who suffered significant damage. This raging enchantment kicked in when the wearer themselves suffered significant harm.
Once you have been blooded, the armour can no longer be removed.
Nether Scroll of Azumar
Scroll, legendary
Unlike most scrolls, a Nether Scroll of Azumar is not a
consumable magic item. It takes 30 days of concentrated study—at least 8 hours
per day—to attempt to understand this scroll. After completing this study, you
must make a DC 25 Intelligence (Arcana) check. If this check fails, you take
16d10 psychic damage, and you can attempt the check again after another 30 days
of concentrated study.
When you succeed on the check, you gain the following
benefits:
- Your
Intelligence score increases by 2, to a maximum of 22. Once you gain this
benefit, you can't use this scroll to increase your Intelligence again.
- You
gain advantage on saving throws against spells and other magical effects.
When you gain the scroll's benefits, a stone golem magically appears in an unoccupied space within 60 feet of you and acts as your ally. If you die, the golem turns to dust.
Restore
Placing a doll in the Soul Restoration device, putting a hand in the slot, and pulling the lever will restore the soul of that creature.
The process of restoration takes thirty seconds and feels as if they are waking up from the most relaxing nap of their entire life.
Heironimyo, Hydrica and Lemmog retrieve their dolls from Bo's Tea party and restore themselves.
The band then leaves the Tomb as the rooms start to fill with poisoned gas.
Comments
Post a Comment