Narinur Reborn

Inside the Black Spire

You all Awaken in Cells within a pitch dark Room. Each of you is in a separate room. the walls are made of a slick cold, oily substance. the front of the room is made of interlacing bars of Cold Iron.

Each Cells door requires a lock check of 32 to unlock.
Each Door is trapped with an electrical shock if the door is opened without first disengaging it.
26 to see 28 to Undo. Failure by a margin larger than 10 will set the trap off instead no
reflex save

Once you are all out you will be without arms armor and components. ( You were left Naked in your cells )

There is a pale one guarding the exit but he seems to be sleeping.. something you’d never seen them do before.

Killing or getting by him you will find a small room near by with gear but it is not yours.. looks like it is Judge attire
Weapons to choose from. Rapiers, bastard swords, daggers
Armor – Light Judge garb ( AR + 6 Max dex 4 Spellfail 15%)
Heavy Judge Armor ( Ar 8 Max dex 2 Spellfail 50%)
Judge Masks ( dont put these on )

Long hallway awaits you – 3 Traps, Spike pit (ref 18), Poison Darts (Fort 18 or Con 1d4 Poison), the third tripped the moment you entered unless a check was made before entering the hall. the air has slowly been thinning and by this time everyone is gaspign for breath. there is roughly 800 feet of hallway left. Fort save. fail means only half actions, fail by 10 means unconscious.

Upon exiting the Corridor you arrive in a large round room. In the room there are 3 doors and a 4 mirrors. Approaching the mirror you will see a reflection of you but missing one eye and one hand. " Kill your friends.Join him. Praise him" Roll a will Save 20. Fail and you will try to kill your friends. will save every round to shake off. if you succeed by 10 your vision fills with the grainy patter on stone, your cheek feels sore and dirty. then you are back.. but your cheek has dirt on it.

If you all succeed against the images they step through and fight you. ( they have all the items you currently have )

The doors out of the room are locked and trapped with Pits infront of them.
The left door leads to a room full of gold and magical items.

The door to the right leads to a room with beds and food

the middle door leads to a long hallway.

If you take the middle door you enter into another large room. this one with tables of delicious food. willsave 22 (if you succeed by 5 you get a vision again) to not consume. if you do you take 1d6 con damage and are sickened. the food is actually rotted the torches go out. there are two doors.

Left door leads to a room with beds and food

Right door leads to a long hallway.

If you take right door you end up in another large room. The floor of this room is a criss crossing patter of symbols which light up in a pattern rapidly across the room. stepping anywhere but on one of the symbols which was lit gets you shocked by lightning. 5d6
3 remember checks of 17 to keep an eye. someone who has already down a part can help someone else. reducing their remember check by 2. rolling a nat 20 makes you keenly aware your face hurts.

on the other side of the room there is a door.

When anyone realizes this isnt real their player bursts into flame and falls dead before everyone else. ( actually awake no in their real cell )

once everyone wakes up you are in a cage hanging above a caustic pool of acid within the black spire. You can see a jutting walkways criscrossing higher and higher and robbed figures walking back and forth. they will be rolling perception checks skill 10 ( 24 ) to notice you are all awake.. when one does he will attempt to alert everyone by blowing a horn.

dc 30 to pick the lock and escape. climb check to get up to the chains. there are cultists who will try and stop you using poison daggers meant to put you back into the dream (20 will to negate or 20 will save within the dream to escape again)
Cultist
hp20 ac18
Attack 13 1d4+2 + poison

Climbing higher there will be a huge pale one to fight
300 hp dr 15
AC 23
F 10
R 5
W –
Claw X2 15 2d8+10

Moving higher into the spire you will find a massive room, pipes running up to strange engines and cords pumping into a vecna resting in a throne. Any action will be seen by him and he will stop it. the moment he comes in contact with one of you your amulets will begin to glow and summon Corin who will engage telling you to cut the remaining ties to the lay lines to weaken him.

The final fight has begun
Corin will fight while you attempt to destory the connections to the working lay siphons. there are 3 left working. You will be attacked by cultists while this is going on and eventually Judge Taladrin. use Judge Maldrin but with some added umph

When the final one is destory you will see vecna was still putting Corin on the ropes and mortally wounds him, he turns to you looking a little worse for ware
“you broke my siphons…. you’ve disturbed my work but not matter… He cant protect you now… and after I kill you I can take what little power he gave you… should be just enough to let me drain Corin. All is still going as planned.”

VECNA
HP 600. DR 20/good
AC30 Reduces to 25 halfway through the fight

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JoshEversole JoshEversole

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