Band of the Golden Sun Weeks 2 and 3

Double feature this week to catch up with our fearless band. See this post for where we left the adventurers last time. Thanks to @MMOGC for picking up the weekly scribe duties.

Week 2

Recovering from their near-fatal encounter with the dart trap, the adventurers of the Band of the Golden Sun prepare to move deeper into the Tomb of Akhentepi. Meanwhile, the silent bard who has been following the party tumbles down the ladder to rejoin the rest of the group. They open the door to the western chamber and peer in. The room is a foyer of sorts, containing some general grave goods. The party moves on towards the south chamber, with the rogue checking for traps. They find a small flight of stairs descending to another set of doors. Inside this room is a magical mirror which the bard and the barbarian step up to inspect. The mirror turns out to be enchanted with some nasty spells; the bard howls as the word THIEF is branded on his forehead, while the barbarian leaps back to safety. Thinking quickly, the cleric hurls his hammer at the mirror and shatters it.

The party heads east, into a room with an altar. Without warning, a couple of giant spiders spring up from behind it, and attack the adventurers. After a frenzied battle, with spider guts and blood flying everywhere, the party manages to dispatch the creatures, though the bard was grievously wounded during the encounter. He is thankfully stabilized and healed by the cleric before he could succumb to his injuries. The party decides to barricade themselves in this room in order to rest up and regain their strength.

After their rest, the adventurers backtrack to the foyer, deciding to head through the doors to the north. A chest in the corner of this room catches their attention. The rogue attempts to unlock it, but unknowingly triggers a trap and a poisoned blade flies out and slices him in the arm. Shaking off the damage, he continues working and finally succeeds. Inside the chest are some books with gold plated pages along with three vials. It is decided that the heavy books can be left here for now, though the vials are divvied up, with the bard taking one cure light wounds potion, and the rogue taking the other one as well as the dark vision potion.

The party ventures further into the room, where they find more potential treasures. Before they can look too closely, they are attacked by several small animated warrior dolls. After a short fight, the little figurines are vanquished, and the adventurers are able to investigate the rest of the chamber. They collect an assortment of valuable weapons. The cleric picks up a Scarab Shield, the bard picks up a short bow with a broken string, the barbarian picks up a khopesh, and the rogue picks up a spear. Looting through the chests in the room, they also find a good sum of money and a lot of old official documents. These documents are donated to the bard’s order for posterity. There is also old jar containing some perfume. This, the barbarian empties over her head to cover up the horrid stench of spider guts clinging to her skin.

The adventurers return to the room to the south. They travel through the western doors, which lead to a crumbling staircase going down to another chamber. All of a sudden, the ground erupts from beneath the rogue’s feet, and the sand and dust around them coalesces into a sandling. The creature tears through the party, walloping several of its members senseless before it is finally brought down. A little worse for wear, the party continues down the stairs to the set of doors at the bottom. They go through and enter the next chamber, which has doorways leading off to the north, south, and west. The rogue checks the north door first, which is locked. He jimmies it open and steps through, finding more stairs going down and more doors. As they descend, their surroundings appear more and more lavish and ornate. They end up at a large octagonal room with a grand sarcophagus sitting on a raised platform at the center.

End Week 2 Begin Week 3

healthThe Adventurers Start Week 3 a Little Banged Up

The adventurers enter the room with the sarcophagus. The magus steps on the platform to investigate further. As he does so, the four pillars surrounding the sarcophagus shoot out bolts of lightning, giving the magus quite a shock, in more ways than one! The sarcophagus then springs to life, bearing down on the party. As the adventurers engage the target, the security system triggered by the magus begins to take its course, the doors to the south slamming shut while torrents of water start pouring into the room through the northern doors. Ellis Whisperfoot, fancying himself a clever bard, leaps upon the sarcophagus and rides the thing like a gambling house whore. In his eagerness, he casts an unwitting spell which mends the animated coffin. Impervious to the bard’s actions and everyone’s collective facepalms, the sarcophagus continues to attack, even managing to encase the magus within its receptacle. All the while, the water level is rising, rising, rising.

After a long struggle, the adventurers finally manage to bring down the hulking sarcophagus. The water ceases to rush into the room and levels off, allowing the party to search the area. The barbarian starts scraping the sarcophagus, collecting valuable scraps of gold from its decorated surface. The rest of the room, however, is conspicuously bare. The bard asserts his belief that this room along with its sarcophagus must have been constructed as a decoy, designed to lure unsuspecting tomb robbers to their watery graves. So after a night of rest, the party decides to forge onwards. Since the northern door here appears to be stuck, the adventurers head back to the room to the south, where doors to the west remain locked and unopened. The rogue jimmies these doors open and steps through.

There is a corridor here, ending in a staircase leading down. The rogue also spots a secret door nestled in the northern wall. As everyone searches for a way to open this door, the barbarian heads down the stairs and disturbs a couple of mining beetles. The bugs are quickly crushed, and the party responds to a call from the bard, who has been exploring back in the sarcophagus room. Here he has discovered another secret door to the west. Miles works his skills on this door and manages to open it. These western doors lead to a small landing, with another hidden door! This one easily unlatches, opening to a rough tunnel. A hidden passageway! Alas, this just ends up anticlimactically linking up with the first secret door.

The party backtracks to the landing, and takes the stairs to the north, which opens up into a chamber with a lot of chests containing a whole bunch of ancient, moth-eaten clothes. Other than a solid gold scarab clasp that the rogue found, there’s not much else of value. As the party divvies up some other items they found (a masterwork longbow with a wrecked string, two vials of silvery liquid, and ten cold iron arrows), it’s becoming clear that there should be more to this place, that perhaps the party has missed the main tomb. Suddenly, a swarm of roaches bursts forth from out of nowhere as the bard sets off a magical trap. As his companions stab, stomp and swat at the critters, the magus tosses in a couple bottles of alchemist’s fire, burning the roaches and his fellow adventurers both. Thankfully, the swarm is taken care of before the party can get themselves spectacularly killed in a raging inferno of their own making. They exit to the east through a secret door that they found after the skirmish.

swarmBeware the Scarab Swarm

This leads to a small chamber with a huge sarcophagus. However, before they can investigate further, an iron cobra crawls out from its hiding place behind a crate and strikes at the rogue. The slippery metal serpent evades our adventurers for many rounds before it is brought down by a mighty strike from the barbarian. Finally, the party is able to search this room in peace, which turns out to be the tomb of General Akhentepi. The magus scores a magical piece of padded armor. The rest of the party also divides up 500 gold pieces, an ornate jeweled pendant and assorted precious stones. Inside a very well preserved box they also find two vials, a dark vision potion and a lesser restoration potion. Thus ends the Band of the Golden Sun’s explorations into the tomb of Akhentepi.

The party heads back into town to see how other groups have fared on their own expeditions.

Read more here!

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One Response to Band of the Golden Sun Weeks 2 and 3

  1. Pingback: Band of the Golden Sun Week 4 | Random Encounters: A Multigaming Blog

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