Game 4: "Entrap the Dread King", 9/26/2009 | |
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[G4.1] The party, in the previous battle report, had recovered the Orb of Chalsidar from the evil necromancer Gunther Laronshelb and bodyguards. Now, the party is charged with taking that orb to the Dread King's lair in the Twisted Spire, and placing the orb on his massive throne, capturing his spirit and entombing it forever in the orb. In this adventure, the witch hunter carried the orb, and was charged with placing it on the Dread King's throne to capture the evil one's soul forever.
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[G4.2] The adventurers carefully scrambled up the steep stair and explored around the small room (pictured). As they looked, a faint ghost appeared. The ghost approached the party not in malice, but in query... "I am fallen warrior... if you give me a sword to complete my kit, I can leave this realm and be at peace". The elven ranger gives the ghost a sword that was stowed in their belongings that was no longer needed, and the ghost left the party each with amulets fully charged with luck for their trouble. With a wave of thanks the adventurers stowed their luck amulets and continued on.
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[G4.3] The party moved north down the corridor and came to another door. Peering through the door, they could see a large room with a stream of lava running through it - not enough to bar passage but enough to give any traveler pause who wished to cross it. Before they could make it through the door, two traveling Tomb Guard appeared and attacked the party (pictured)! One confronted the party head-on while the other attacked the witch hunter from behind.
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[G4.4] As the players enter the lava room, they see in the corner a grim sarcophagus , with a faint glow of magic and foreboding. The party approach the sarcophagus cautiously, and look at each other before the nobleman decides to open it. As the lid is cracked, dust of the centuries is released in a wheeze of release. The dust settles, and the party looks anxiously into the now open tomb. Inside, the party finds 1200 gold, which the party takes. With a smile of well-earned riches, the party dusts off their armor and looks around for the exit to the room.
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[G4.5] The party heads down the corridor unhindered. At the end of the corridor, there is another door, which the party looks past to see a great black-and-white checkered room. Gathering their courage, the party agrees to press forth. The Imperial Noble takes the first steps into the room, and is immediately set upon by attackers! The group of attackers is lead by a vile hunchback, and with him he brings two carrion beasts to do as he beckons. The hunchback bades the carrions to attack, and the battle is on (pictured).
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[G4.6] After vanquishing the hunchback and his vile carrion pets, the party finds that the door out is to the north. The nobleman uses the lantern to peer forth and discovers that he has successfully lead the adventuring party to their objective - the throne room of the Dread King.
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[G4.7] The party begins to approach the great red throne room when the monsters lurking within show themselves - 4 ghouls. The party members look at one another, and with confident grins on their faces due to their recent battle-hardening across two adventures, boldly step in to face the monsters.
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[G4.8] The witch hunter, getting the nod of approval from his team mates, moves towards the Dread King's granite throne, Orb of Chalsidar held resolutely before him. As the winds of magic pass over the party, they know that no new monsters will harass their attempts to carry out their mission, and that the Liche King is no where to be summoned on this day. The witch hunter firmly places the orb on the seat of the throne, and with a whirl of magic and light the orb pulses, flashes, then goes dull - the Dread King has been forever sealed inside the orb. The Liche King has been banished!
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