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Voyager43 - 8 October 2004 - Berronar's Lost Temple
Previous calendar:
- Third Age, Year 1108
- 15 August - Kill the Frost Giant Jarl; Take the treasure
I. Cashing in the Loot
As the party is now in the possession of quite a bit of treasure, it may behoove them to return to Clangdun to sell some items and perhaps buy some others. As there is no rush to get to the next dungeon, this activity should be encouraged.
Advancing the calendar some would be a nice bonus, too…
Also in the loot was a “Crude map of the Long Deep”. This map shows nine entrances into the old city. The “main” entrance shows a river running out of the deep and is marked with a red “X” indicating it has been blocked.
Continuing around clockwise, the next entrance has a red circle around it. This is “The Crumbling Hall of the Frost Giant Jarl” from the last three sessions. The next one up is marked with a “?” because it was not located by the Giants. The next is labeled “Blokked” because it was found, but is blocked. #4 is also marked with a “?” because it was not found. Numbers 5, 6, and 7 are unmarked. The Giants either didn't that far in their exploration, or they didn't update their map. The final entry is labeled “Watur” because it is in a marshy area (see II. below).
II. The Treasure of the Black Veils
If the party explores the “Watur” entrance, they will discover an area where the underground stream emerges from the old city under the mountain. 400 years ago, before the city was sealed, this water came out the main entrance. However, when that entrance was sealed, the water was forced to go elsewhere. It's easiest path was down the long hallway on the SW corner. That entrance, too, was sealed, but the water eventually found its way through and rejoined the rivers downhill.
The end result of all this is that the region around this entrance is quite marshy. It is also the setting for the mini-dungeon called “The Treasure of the Black Veils”. However, the following modifications are required:
Ignore the whole setup, history, and the town of Fiore. Instead, this “abbey” was once a temple to the dwarven goddess, Berronar, the mother of safety, truth, and home (see “Gods of the Dwarves” by Roger Moore).
The abbey was built (or repaired) by humans who came back to this land to resettle it. They left around 50 years ago when there was a major landslide caused by an earthquake. This landslide diverted the stream coming out of the tunnel, which then flooded the abbey. The earthquake was related to the story in part III. below.
III. Beyond the Light of Reason
If, instead, the party opts to explore one of the other entrances, let them scour around for awhile before they find the mine entrance to a dungeon called “Beyond the Light of Reason” (Dungeon magazine, issue #96, Jan/Feb 2003, pages 65-89). It doesn't really matter which entrance is used for this dungeon.
All of the setup for the dungeon has been eliminated, and the dungeon itself has been softened for 9th-12th level characters as per the “Scaling the Adventure” sidebar on page 67.
Challenges Overcome:
Encounter CR # 9 10 9 10 Net Trap 6 1 900 750 129 107 Will o' Wisps 6 2 900 750 257 214 Pit Trap 2 1 225 188 32 27 Flooded Pit 5 1 675 500 96 71 Bog Mummies 4 4 450 375 257 214 Spirit Naga 10 1 4050 3000 579 429
1350 1063