NoteQuest Adventures Ep 4
Last time, Cybela the pixie went into the Tomb of Eternal Darkness and retrieved the body of her ward and friend, Littlefoot. Now she will venture forth once again to finish clearing the tomb for her Duke.
Bold text: mechanics
Italics text: Roleplaying
Plain text: Out of character explanation
Materials: NoteQuest Expanded World Adventure
As a reminder, here are her stats:
Pixie Guard, 12 HP
Items: Rapier 1d6+1, Lamp, Ring: Armor of the Gods (ignore Deathtouch)
Spells:
Cold Ray – 4 damage to one monster, it cannot attack next turn
Teleport – Can teleport to any empty room, can be used to escape combat
Light – Creates a globe of light to replace a torch (does not use hand)
Heal – Heals 5 HP
Fireball – Deals 5 damage to all monsters in a room
66c
The very next day, Cybela skims the ground in semi-flight as she hurries back to the tomb to finish what Littlefoot started. She enters once again into the Tomb of Eternal Darkness…
I could go ahead and explore the open doors in that first level, but I think we should continue to push to the lower levels and defeat the boss. So we will pass back through the first unlocked room with the melted candles and secret passage, then proceed from that locked door on the 2nd floor. But first, what awaits us in the melted candle room…
Monsters: 7 No Monsters! Great, the beasties may have learned their lesson!
We’ll proceed down the stairs and to the locked door in the 2nd floor hallway.
-1 torch to unlock door
1d6=5 Large room with 2 other doors
Monsters: 10, 2 Living Armor (8hp; 3d)
Contents: 6, Pile of bones and 1d6 coins: 2c
-1 torch to move silently Monsters roll: 4,2 (they only see me on a 1)
Cybela enteres a large room filled with a pile of bones. She can see the glint of her lamplight from coins among the pile. Shuffling about the room are two sets of living armor. Cybela has no wish to tangle with those beasts, so she sneaks up to the coins, and deftly puts them in her pouch, she then proceeds to the door in the south of the room and tries the handle…
Now, if we spring a trap,the monsters will attack first…bad.
1d6=3 Locked
-1 torch to unlock door
4, wide room
Monsters: 7, No monsters
Contents: A destroyed sarcophagus, may have secret passage
Cybela closes the door behind herself and sees a wide room containing a destroyed sarcophagus. She knows from experience that these may lead deeper into the tomb, so she moves to check it out.
-1 torch for secret passage check (5 left)
6, a secret door to a staircase, yes!
2, corridor with 2 other doors on level 3.
Left door: Locked
Right door: Unlocked
4 Wide room
Monsters: 2 Skeleton Soldiers (4hp; 2d; undead)
Contents: Broken statue of a hero, may contain secret passage
Cybela descends deeper into the tomb through the hidden staircase and walks down a narrow corridor. She finds an unlocked door to her right, and opens it into a wide room. There is a statue of the Prince that has long ago been broken, probably by the 2 undead skeleton warriors pacing the room!
Now, I only have 5 torches left. I can use 1 to sneak past these skeletons (hopefully) an then another to search or a secret passage to the boss room. That will be fine, just hopefully we pass this roll against the detection!
-1 torch move silently; Monster roll: 2,5 Yes!
- torch search for secret passages: 4, Found a hidden Chest: 2d6 = 6,2. 6c and Health Potion
Cybela finds a secret chest at the base of the statue when she presses firmly onto the outstretched hand of the stone. She glances back at the skeletons as she opens the creaky chest. Inside, she pockets six coins and a full health potion. Thank you, Prince!
So, no secret passage this time, back into the corridor we go then.
-1 torch to unlock left door, 2 torches left
4, wide room with two doors
Monsters: 10, 2 Living Armor (8hp; 3d)
Contents: several wooden coffins, may contain secret passage
Ok, so now I have a tough decision to make. If I use my last two torches to sneak and then search for secrets, then I’ll to Teleport out of the dungeon, because I will run out of torches. That means the rooms will reset with monsters. But! I can always sneak past them again if need be. I think I’ll go for it.
Cybela opens the next door to find a room filled with several wooden coffins. Standing as sentinels, two sets of living armor clank around the room. She wonders if perhaps one of those coffins contains the entrance to the final resting place in this tomb…she glances at her remaining torches and worries about how much time she has left. She grits her teeth and decides she must do this for Littlefoot!
-1 torch to move silently; Monster roll: 3,6 pass
-1 torch to search for secret passages: 4, another hidden chest. 2d6= 2 c and another health potion
Cybela searches through the coffins silently, finding a few coins and another health potion that she pockets. No secret passages though…and as she finishes her search, her last torch begins to flicker out, time to Teleport home!
So we are back in the city, no worse for wear. I’ll spend the 1c to rest to restore my teleport spell, and another 10c to restock my torches.
Down to 65c
We made a little progress this time around, no combat today though. But that’s ok, I still had fun, and I hope you enjoyed this read! See you next time!
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