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Thureen Buroch
Learned Scribe

169 Posts

Posted - 01 Jul 2005 :  20:02:00  Show Profile  Visit Thureen Buroch's Homepage Send Thureen Buroch a Private Message  Reply with Quote  Delete Topic
And so it was proclaimed by the mighty Thureen Buroch that this scroll shall detail a stonedelve in the Stonelands in Cormyr, known to the people of Faerun as Ironguard, known as such because of the magical flying daggers that guard this series of caves.

Thureen Buroch shall detail the first cave in Ironguard, and he shall detail the statistics of the flying daggers that guard this cave. Those who have gotten past the flying daggers and have explored other areas of Ironguard are welcome to share their descriptions of the other rooms as they left them.

Room 1 (EL 5)

This small cave is carved into the side of the Storm Horns in the south-central Stonelands in northwestern Cormyr. The cave entrance is roughly four feet wide and three feet tall, but opens into a cavern some twenty feet wide that extends into the mountain thirty feet before ending in a wall. The ceiling is seven to twelve feet high. Except during dawn, the cavern is almost completely dark. Visibility is limited to five feet from the entrance to the cavern. The walls are unworked cavern walls, and the floor is rough (balance DC 15 to avoid falling prone if running or charging, DC 10 if hustling).

Creatures: Nine magical flying daggers (see Flying Dagger, below), attack any creature that enters this room. They do not have very good tactics: they are straightforward, taking the shortest possible path to an intruder, then stabbing that intruder until it leaves the area or dies. The daggers float in the air at all times, and any character with the ability to see twenty feet into the cavern can see the daggers.

Treasure: There is no treasure in this cavern.

Further adventures: In the center of the far wall of this cavern, a dark hole, four feet wide and six feet tall, opens into another room.

Flying Dagger

Tiny Construct
Hit Dice: 1/4d10 (1 hp always)
Initiative: +2 (Dex)
Speed: Fly 30 ft. (good)
AC: 14 (+2 size, +2 Dex)
Attacks: Stab +2 melee (19-20)
Damage: Stab 1d4
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0ft.
Special Qualities: Construct, +1 weapon, hardness 10
Saves: Fort +0, Ref +2, Will -5
Abilities: Str 8, Dex 14, Con –, Int –, Wis 1, Cha 1

Climate/Terrain: Any land and underground
Organization: Solitary, Pair, Group (3-10), or Armory (11-60)
Challenge Rating: 1/2
Treasure: None
Alignment: Always Neutral
Advancement: –

Flying daggers are +1 daggers under the effects of an Animate Objects spell.

Combat
Flying daggers fight only as directed by the animator. They follow orders without question and to the best of their abilities. Since they do not need to breathe and never tire, they can be extremely capable minions.
Construct: Immune to mind-influencing effects, poison, disease, and similar effects. Not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage.
+1 weapon: Flying daggers are treated as +1 daggers for bypassing damage reduction. Their +1 bonus has been added to their attacks and damage.


Goblins? *Slash* *Scream* *Thunk* What goblins?

Chosen of Moradin
Master of Realmslore

Brazil
1120 Posts

Posted - 01 Jul 2005 :  20:42:26  Show Profile  Visit Chosen of Moradin's Homepage Send Chosen of Moradin a Private Message  Reply with Quote
Good work, friend scribe!
I find your work in the Ironguard a very good one, and I´ll expect to see further developments of it.

Dwarf, DM, husband, and proud of this! :P

twitter: @yuripeixoto
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Thureen Buroch
Learned Scribe

169 Posts

Posted - 01 Jul 2005 :  23:26:21  Show Profile  Visit Thureen Buroch's Homepage Send Thureen Buroch a Private Message  Reply with Quote
Room 2 (EL 6)

Read this once all the players enter the room:

"As you go through the hole in the wall, the room that you step into suddenly radiates light. This chamber, you realize, is out of place with the one you came through from. It appears to be a maroon carpeted 20 foot by 20 foot room, with masonry walls and large paintings and tapestries adorning these walls. The carpet seems to be moldy and threadbare, but you can tell that it was once quite lavish. The room is comfortably warm, and has a musty odor to it. You notice a small pool of water in the middle of the room. Periodically, small dropplets of water fall from the ceiling into this pool, making small plinking noises. In the far-left corner of the room sits a coffin."

If one of the characters open the lid to the coffin, two spells will be cast on the character. The first is a Bestow Curse (DC 16) that makes the target suffer a -6 penalty to all saving throws. The second is a Suggestion (DC 14, with a possible -6 penalty because of the curse) to close the lid of the coffin and leave. The coffin is empty, except for a small iron key (search DC 10) in one of the shadows in one corner of the coffin. This key will unlock a secret door located on the east wall of the chamber, behind a tapestry with a picture of a wizard in gray robes with a long, gray beard holding a bronze quarterstaff capped with a bright saphire. The door requires a search check (DC 20) to find.

The light that radiates throughout this room as the players step in is a permanent Daylight spell. The wizard who created this chamber (and who rests in peace in another chamber that shall be described later) found a way to have this spell be active only when the room is occupied.

Further adventures: The coffin in which lies the wizard depicted on the tapestry can be found through the secret door behind the tapestry, assuming that one can find his way through the labyrinth of other rooms that one must go through to reach this coffin. This wizard was not an incredibly powerful wizard when he died, and did not have access to incredibly powerful magical traps, but he was a brilliant man, and knew that a well thought out labyrinth can be a great deterent to any would-be grave robber ...

Goblins? *Slash* *Scream* *Thunk* What goblins?

Edited by - Thureen Buroch on 02 Jul 2005 16:23:58
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Faramicos
Senior Scribe

Denmark
468 Posts

Posted - 01 Aug 2005 :  18:25:37  Show Profile  Visit Faramicos's Homepage Send Faramicos a Private Message  Reply with Quote
Sounds good. Looking forward to taking the next step. Good job.

"When dragons make war, worlds can only tremble in the shadow of angry wings"
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