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So, here you find a blog about life in general, but with a focus on family, games, books and creativity. Other "stuff" will creep in from timt to time.
Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Saturday, December 10, 2016

One-Night D&D-The Haunted Castle (and the lessons therefrom)

Hello internet, my irregular publishing of entries marches on . . . irregularly.

On Saturday, I ran a short scenario of my own devising for a "pick up" game of Fifth Edition Dungeons & Dragons.

The game worked out well enough that I likely may run this scenario for other groups as an intro.  I and the group had fun, and I definitely learned some lessons that I could apply to (hopefully) make it run to be even more fun and exciting.

If you don't want spoilers, you should stop reading.

For anyone else, here is an overview of how things went.

The adventure is not in a determined setting.  The main adventure location was inspired by a real world castle, Caerlaverock in Scotland.






The players, who were a group I was able to get together with a few days notice, picked pre-generated characters from a set I had put together.  The characters were all third level, to allow for everyone to have some significantly cool things to do, and to avoid having to write a scenario about giant rats and other lower level threats, when I wanted to put a bit more risk and reward into the scenario.

We ended up with a pretty well balanced party, including two Wood Elves, a Cleric of Light and a Druid (Circle of the Moon) (Val & Telar, played by Tom and Robert), a Rock Gnome Eldritch Knight (Teflanto, played by Dan), a Forest Gnome Arcane Trickster ("Nick" played by Jamie), and a human Berserker (Arek, played by Darrell).  We did a short little Q&A between me and the players to determine how they knew one another, and then we got them on the rails to the adventure.

They received a summons from a Herald of the Duke to come and meet with an official of the Duchy for an opportunity.  Like any group, the characters were suspicious, wondering if this was legit, or a trap of some kind.  The eventually went to the meeting, and the Duke himself met with them, and charged them with a mission.

Role playing the discussion was pretty fun, and people made some social skill rolls, and it all went well enough.

This was the deal.  They needed to go to a remote castle, Kerag Ynys, near the northern border of the Duchy, where a castle had become haunted and disused.  The Duke had not been much concerned with the castle in recent years because the border had been closed, and the function of the castle (as a customs station for trade and garrison for protecting the trade route) had been superfluous.  Further, hostilities on other borders of the Duchy had kept the Duke from sending units to determine what had happened to the Baron of this castle.  However, in the last six months, peace and general amity had been negotiated, and the trade route was opening back up.  Now the Duke needs the castle.

Choosing a Baron is down on his long list of things to do, but in the meantime, he had decided that he can put the player characters to good use, get them out of his back yard, and test their mettle  to see if they are worth further recruitment and investment as agents.  He offers them positions as temporary Wardens of the castle if they will retake it from whatever monsters inhabit it, and if they will agree to help secure the Barony and assist a ducal steward to run the castle and return the village to habitation.

The characters reluctantly agree, especially after he explains that the typical adventuring group in his duchy, once they have achieved the kind of fame and notoriety that they have, either end up as his "friends" and in his service, or end up with their heads on spikes on his gate.

Further, the Duke had a story for them, accompanied by two clues.  His patrols had recently captured a bandit who had first hand knowledge of the castle in question.  He and companions had observed the castle and saw that its drawbridge came down each night, only to be closed up during the day.  They decided to try to take the castle as their base of operation and entered.  After beginning their search of the castle and finding some trinkets and remains from the former inhabitants they were attacked by "dead men."  Only the one bandit escaped with his life, and part of his reason.  He also had on him a fragment of a letter from the former steward of the castle to the last Baron (Marketh) of Kerag Ynys.  The steward urged his lord to return a "mask" to a place called Tor Mortas, warning it would bring great evil.  An annotation on the letter seemed to be from Baron Marketh, recording that he would never give up this treasure from Tor Mortas.

The Duke gave them the letter fragment, and also provided them with the possible location of a mechanism to open a postern gate and a passage across the moat of Kerag Ynys, so they would not have to enter across the drawbridge at night.

The adventurers journeyed to the north for days, until they reached the outskirts of the area containing the keep.  Since they knew that something was definitely active at night in the keep, they decided to time their arrival to the morning to give them all day to work on entering and dealing with whatever might be in the keep.

After thoroughly scouting the area, they were able to locate the mechanism to trip the Dwarven made device that raised stepping stones across the back of the moat to the postern door.  They made their way into the keep by this hidden path.

Once inside, they began to investigate.  They found the keep largely in tact, though seemingly deserted.  However, in the barn area, they found a pile of dead bodies, in various degrees of decay, and some seemed to have been "gnawed."  They we close to several ladders which could lead them to upper level on the wall, and particularly to the hoardings atop the walls.


Hoardings

Model of curtain wall with hoardings




















They also inspected the ground level room formed by the base of one of the castle towers, in which they found a small armory, and a trap door that led to something below.

However, before they could explore more, they began to take arrow fire from the top of the gatehouse.  A quartet of skeletons had detected them and had gone to the attack.  The characters scattered.  Most headed up ladders almost immediately, seeking to get cover, higher ground, and eventually reach the skeletons via the hoardings.

The Cleric, Barbarian and Arcane Trickster all headed up.  They were soon surpassed by the Druid, who turned into a panther and made short work of climbing, even having to use a ladder.  This left the Eldritch Knight still in the line of fire, and he caught an arrow, but was able to look for cover.  However, then a swarm of zombies shambled out of a nearby cellar.  Discretion being the better part of valor, the Eldritch Knight retreated up a ladder, and was assisted by the Arcane Trickster in jamming the trap door first on the ladder he came up, and then on another at a ladder around the corner.

Meanwhile, the Cleric, Barbarian and Druid all made it up to the level of the skeletons and charged in.  Once in range, the Cleric raised her holy symbol and invoked the powers of light, forcing one skeleton to cease his attack and flee to the far side of the gatehouse roof.  The other three, however, continued to draw arrow, until brought to close combat by the Barbarian who went into a rage, whereupon they drew their blades.  After trading indeterminate blows, the Druid shaped back into his human form and cast Moonbeam.  He was disappointed that the skeletons largely made their saving throws, but on the subsequent round, they all failed, and he melted them all like candle wax.

The Barbarian then charged back to get into some kind of view of the zombies, and with a furious throw, actually hit a zombie over sixty feet and two stories away with a thrown hand axe, neatly ending it.  The Cleric followed cautiously behind, looking for some way to attack from above.  The zombies were stymied by the ladders and blocked trap doors from making any attacks on the party.  Then the Druid turned his moonbeam upon them, and within two rounds, all but three were puddles on the ground.  The last three, barely holding together, retreated into the cellar.

The party, triumphant in this first battle then carefully searched the keep.  They found the trap door in the small tower armory merely led to a prisoner hole.  However, searcher the living quarters, they found the day books and ledgers of the Baron, and found his notes on how he journeyed to a place called Tor Mortas and retrieved a gold mask, with which he became obsessed.  On the trip there and back, two men at arms died, his personal priest went mad and fled, and he apparently murdered his body servant as too clever.  After he brought the mask to the keep, the town began to be beset by "things" who took the villagers.  Eventually, the remaining peasants fled the town, and the keep became threatened.  The Baron's wife urged him to return the mask, and then she had an "accident."  The information in these entries pointed to the mask being in the family crypt, built, like all the foundations of Kerag Ynys, by a allied clan of Dwarves centuries ago.

The characters found the way down by taking one of the main spiral staircases that served the keep.

They went far down underground, and then came out in a crypt.  It was evident that there was some "thing" in the crypt, but it, and its cohorts (more undead) did not immediately move to attack.  The characters identified the creature that seemed to be in control as a "barrow wight."  They attempted to treat with it, explaining that they sought the mask to return it to its place of origin, Tor Mortas.

They had a hard time of it, but made several speeches, gave oaths, and called it to recognize their honor.  Finally, the wight stepped aside from the door where it stood and told the party to work their "arts" on the door.  If they took the mask with the intent to return it to Tor Mortas, the wight, and its slaves, a ghoul and a specter, could be free.
The Wight

Up stepped the Arcane Trickster.  He handily unlocked the door, but then thought to look for traps.  The door, like all the entrances to the tombs in the crypt, was trapped with a mechanism which would allow the moat to rapidly pour into the crypt, likely crushing and drowning those who would defile the dead's rest.  He then tried to assess how likely it would be to set off the trap by disarming it.  He determined it would be unlikely.  However, that unlikely event occurred [his player having rolled a 1].

Two things happened at once.  The door opened, revealing the entombed bodies of the Baron and Baroness, the golden mask perched atop the sepulcher, and water began to pour in all around the crypt.

The Arcane Trickster, using his Mage Hand, seized the mask, and then cast expeditious retreat and fled the crypt.  The other party members tried to contribute to each other's survival [defined as a skill challenge].  Things did not go well.

The Barbarian sought to block some of the water coming in from the Baron's burial chamber, but instead ripped the door from its hinges [another roll of 1].  Others had some success in helping one another towards the exit stairs, but just as many tripped each other up or impeded one another.  Finally, the Arcane Trickster, as the chamber filled with water, shot an arrow tied to a rope towards his companions, hoping to pull them to safety, but as they grasped the rope, it pulled them down under and each seemingly lost their last breath.

For a moment, Nick, the trickster, thought about just leaving.

However, he managed to get the rope free, and found that, like a reflex, some of his friends had, in losing consciousness, held onto or been entangled in the rope.  He pulled first the Cleric, Val from the water and got a healing potion into her.  Next, they pulled out Teflanto, the Eldritch Knight, and while one revived him, the other pulled out Telar, the Druid.  Finally [after succeeding three death saves in a row], the Barbarian Arek simply refused to die and dragged himself up out of the now receding waters onto the stairs.

After some rest and healing, the party camped within the keep that evening and managed to prepare themselves for the trip to Tor Mortas.  There they found the ancient and primitive mausoleum from which the Baron had taken the mask.

They returned the mask, and it was sucked back down into the earth, presumably back to its owner.

This did not give the adventurers a good feeling, but they did feel lighter as they exited and then set off to claim their reward as the new wardens of Kerag Ynys.
The Standing Stones of Tor Mortas



Now for a bit of self reflection and criticism [and thanks to Matt Colville (Reddit here and YouTube channel here) for modeling this kind of process for me; definitely check out his stuff]:

In retrospect, I think what I did at the start of the adventure was a mistake, and I would do it differently the next time I run this.  What I realized after running the long introduction that included getting the mission from the Duke was that it had not been that important.  The players have to agree to go to the castle or their is no adventure.  As a "one shot" I should have started them just already on their way.  That way, all the time spent with the Herald and the Duke could instead be spent with some role playing between the characters and then giving more time to explore the castle and fight monsters.

Live and learn.

Having eaten up a lot of action time with not very consequential timing, I forced the players to have to resolve the adventure with talking, since we had about 40 minutes to finish up once they got into the crypt, and a combat would take an hour or two.  I did not want to quite railroad so much at the end, but it was a one night one shot, so it had to do two things.  It had to end with some satisfaction, and it had to be fun as a whole.  This also played into how I resolved the long series of bad rolls that could have resulted in all but one of the characters dying.  However, I thought it was more interesting to play through a series of death defying challenges.  The skill challenge ended poorly and the trap took all but one character down.  However, with one surviving character, it allowed for a heroic rescue and a salvaging of the mission.  That just seemed like more fun for my audience.  So, that's what I did.

When I run this again, I think we will start just a short way from the Keep, with the back story already assuming they are on the mission.  That is the scenario after all.  If I were to use this for an ongoing game, that would be different.  I would let the players move at their own pace and decide to take the mission or not.  There would be other things to do if they turned down Kerag Ynys.  But, for one night D&D, the agreement is generally, the DM has a particular thing to do in mind, and the players agree to give it a try.

On the whole, I had a lot of fun.  I was surprised by some of the things the players did (as always) and I was pleased that I was able to share an evening doing one of my favorite things for a goup of folks who (mostly) had not played for many years.

With luck, we will do it again, perhaps more than once.


Saturday, September 10, 2016

Overview and Memories of a 1980s Advanced Dungeon and Dragons Campaign

(Author's note: this is a post based on a combination of recollection and discovery of some scattered notes; I may modify it or correct and enlarge it depending on what else comes to me.  Also, this is probably interesting to no more than seven people on the planet, maybe fewer)


A long time ago, back in the 1980’s, I ran Advanced Dungeons & Dragons for my High School friends.  There was a shifting group of us, but as it finally fell out, after some comings and goings and character changes, there was a group of seven of us.  Six player characters and me, the DM.




I started people out with the basic dungeon crawl.  I quite unoriginally started with B-1, In Search of the Unknown, as the first level of my dungeon.  Other levels, carefully hand drawn, with room contents filled out in a key in a spiral notebook followed.  There was not a lot of logic to it all, but that was early AD&D.  The rooms usually seemed to be set pieces, often unconnected from one another, waiting for the entry of the player characters to trigger them.




They also had some adventures in town, some trouble with the thieves’ guild (the Monkey Guild as I recall), faced an initial incursion of mysterious humanoid feline invaders (Larry Niven’s Kzinti from Dragon 50) and some dealings with a powerful mage named Xanthius.




I was using my own “world” sort of.  I was both too cheap to purchase The World of Greyhawk materials and too proud to think that I needed them, but I was using Greyhawk Deities and was heavily influenced by Gary Gygax’s published campaign.  I never had much coherent world building, and we might as well have been in Greyhawk.

The main party consisted of:





Two High Elven Cavaliers (Antani and Lars) (each started after the write up in of the Cavalier Class in Dragon 72, and then formalized by Unearthed Arcana).

Two Half-Elven Ranger/Clerics (Daniel van Rigir and Cheltenham).

One Half-Elven Fighter/Cleric (Degius Le Gudrius).

And one Human Paladin (Caladin, yes, Caladin the Paladin).

One note on the Paladin.  Caladin came into the game because of a rules quirk.  His player had originally been playing Farl the Barbarian (who always wanted to go East).  We developed Farl after the Barbarian class was published in Dragon 63.  It was a class that got tried out a lot after its initial publication.



However, as written, the original barbarian character and the revised final version published in Unearthed Arcana, was a hater of magic.  As you will see below, that became a problem, and rather than house rule away that issue (especially since it had been a role playing point), we had the player swap Farl for Caladin.  Farl went East.

Eventually, we came to the point of needing more of a focus for the game, and thus was born my quest.  The Nine Vessels of Magic were the focus of the quest (thus the need to jettison Farl the Barbarian given the way the class was written then).  The quest was straight forward and unoriginal.  Long ago, a great Elven Wizard had forged the Nine Vessels of Magic, each one embodying one of the archetypical forms of magic, in order to help protect the Elven Realms.  Also long ago, the Vessels had been lost.
Now, a dreadful Lich, Kantorek, had discovered the lore of the Vessels and was seeking for them.  He was already massing forces for a great war of conquest against the realms of the living.  With the Vessels, he would be (wait for it) INVINCIBLE!

The Elven Emperor, impressed by the deeds of the two Elvish Cavaliers and their companions, charged the group with the retrieval of the Nine and frustration of Kantorek’s plans, if not his outright defeat.  I decided, as I was railroading them into this, that they might also need some magical support, so I contrived to place an NPC with them, creating the youthful daughter of the Emperor as a talented magic user and having her become infatuated with one of the party members, Degius.  The princess’ name was Krystella.

I already admitted this was not the world’s most original story.

It was, however, fun.

Along the way, there were a few guest stars.  A Druid who came in and out of the story as my cousin visited, and a thief (another lack in the party), played by a friend of one of the players, but who eventually decided not to come back (or we decided not to invite him back, that is hazy).
As they sought the Vessels, they battled pirates, they fought armies of goblinoids, they played through my modified version of The Hidden Shrine of Tamoachan, and they ended up in a quasi-Spelljammer before there was a Spelljammer setting, as they fought Mutant Orcs on a spaceship (also heavily influenced by Gamma World).  After that ship crashed, they ended up in a quasi-Egyptian setting and gained the help of Isis (I was going through several chapters in Deities & Demigods).







As we wound down the campaign they went through modified versions of the G-Series (Steading of the Hill Giant Chief, Glacial Rift of the Frost Giant Jarl, Hall of the Fire Giant King).






I ended up throwing one character, Antani (one of the High Elven Cavaliers) ahead, into my twisted version of the Arthurian stories.  The character ended up married to my version of Mordred.  As it turned out, there was Mordred and a “Dark Mordred” (ala Dark Phoenix as far as inspiration).



The rest of the party arrived afterward, and, of course the version of the Holy Grail in this reality was one of the Vessels.  There was a Cathedral to the Grail, guarded day and night by Sir Galahad.  However, he then was murdered, shortly after the formal announcement of the marriage of Antani and Mordred.  Mordred and Antani were arrested in their quarters, a bloody dagger in Antani’s hand.  





The party participated in the trial before the King, and at that event, Mordred, seeming extremely evil, revealed the affair between Lancelot and Guinevere, and then as Lancelot sought to flee with the Queen, Mordred used magic to cause Lancelot to kill Sir Gaheris and Sir Gareth.  The extreme chaos essentially cleared the room, the player characters seemingly forgotten. 

Then, in an even bigger reveal, Mordred split, with his evil-self free and the man the player character loved still in chains.  He swore to destroy Camelot and Arthur and laughed at the thought that his good twin was to die for his crimes.  He then disappeared.

The characters managed to talk their way out of Camelot, take the Grail, take the “good” Mordred.  With the help of the spirit of Merlin, they boarded a mystical ship and set sail towards their final confrontation with Kantorek.  

In that crossing, both Krystella and Mordred were lost and taken prisoner by Kantorek when the ship foundered.  The characters each received a boon on the Isle of White Magic from an Angel of Light.  Somewhere along the way too, Antani found that she was in the early stages of pregnancy.  Then they went into the final confrontation with Kantorek.



There were some individual tests, then a big combat.  In the end, Degius was dead, and Antani ended up cleaving Kantorek in twain.  Unfortunately, he was also able to break his Staff of Power which killed Caladin and caused Antani to be cast into the multiverse, lost and sundered from her friends and her true love.  

Caladin was later entombed (prophesized to return some day), Mordred and Lars set off to find Antani, Daniel and Cheltenham got Degius raised from the dead, and Degius and Krystella finally married in our quick end game discussion.  That final game was in 1987. 



In about 1988, I wrote a long epilog, from the perspective of the long lived Krystella, which narrated the end of most of the company.  That is the official and unchanged end to the campaign which became known as the Nine Vessels of Magic.  There was triumph and sadness and some things that just did not get resolved.

I have had regrets about that campaign.  It was basically the thing I had to do to get a lot of mistakes out of my system, be a bad DM to try to learn to be a good DM, and a way to experience and understand a lot of lessons that others had tried to teach me, but you don’t get until you have tried and experimented with stuff.

I also remember it with extreme fondness, for all its flaws, especially for the time I got to spend with my friends.  It inspired character art and a lot of other creativity in my friends, which was both gratifying and a lot of fun.  

After that campaign ended, we all headed out our different ways, and frictions and fractures that had perhaps always been there surfaced more.  We never got back all together to game again.  That stage of our lives was over.

And if that was all, it would still be enough.  But I am thinking of writing another chapter or two. 

And with the wisdom of hindsight, I should think a have a twist here or there to add.

I'll have more to write soon.








Saturday, May 9, 2015

Heroes of the 13th Age: Part 13: Darkness, despair and the light of heaven


On April 12, 2015, we picked up our game in the middle of a giant (pun intended) combat, continuing it from right where we left off last time.

The characters continued to be:
Cerise, the Spirit-Touched Cleric
Zip (as always, the name changes), the Half-Elf Rogue
Froodo, the Halfling Monk
Hey Watchit, the Half-Orc Fighter
Lief, the Human Bard
Delthen Eversoar, the Human Paladin, and

The following characters we present, but their players could not make it, so they played a different role in the session . . .
Indigo the Gnome Cleric
Rolen Stillwind, the Wood Elf Sorcerer
We picked up the game mid-combat, at the start of the fourth round.  Because Indigo and Rolen’s players could not make it, at the start of the round both of them collapsed, overcome by some demonic palsy that left them insensible.
Round 4 Escalation Die 4
The lately banished demonic spirit of Tamaich, the barbarian warlord, left his Vizier, a Despoiler Demon behind.  The Demon took it’s initiative to call upon more of Tamaich’s tomb guardians to join the fight.
Hey Watchit, the Half-Orc fighter launched another attack against the last of the wights, who had once been Tamaich’s wives.  He made a massive hit with his tree and crushed the last one.
Then it was the Giant Zombies’ turn to attack.  The first one went after the mysteriously unconscious form of Rolen the High Elf Sorcerer.  The  giant undead kicked him hard, sending him tumbling across the chamber.
The second Giant Zombie struck at Hey, hitting him for 22 points of damage, which he halved by using his Heavy Warrior skill.
Lief the Bard attacked, but missed.  However, he used a Battle Cry to allow Delthen to charge forward.
Delthen then attacked with his smite, and he issued his Paladin’s Challenge to the second Giant Zombie.
Froodo the Halfling Monk launched his opening attack, but missed.
Zip entered her Shadow Walk.
Cerise launched her Javelin of Faith, but missed.
The party now knew the downside of their last round’s tactic of holding initiative to overwhelm Tamaich, now they were all having to go last in the round, except for Hey.
 R5 E5
Four Earth Elementals from another part of the tomb, summoned by the Vizier, dropped from the ceiling and two moved to attack Cerise.  The elementals were not very successful in their attack and landed only one blow.
The Despoiler Demon Vizier then attacked Delthen, the Paladin Inquisitor of the Crusader, with his abyssal whispers, but failed in the attack.
Hey hit one of the Giant Zombies with his tree, then took a moment to quaff a healing potion [n.b. I think I ran potions incorrectly during the fight, and they got off using them as a quick action, when potion drinking usually takes a full action; well, at least I was consistent . . . ]
The first Giant Zombie rolled a miss on Delthen, but because of a special, it still did a large amount of “miss” damage to the Paladin, and an equal amount to itself as well.
The second Giant Zombie missed Hey.
Froodo, finally hitting his stride, attacked with his flow attack and damaged the first Giant Zombie.
Lief cast Bless on members of the party as a quick action, followed by singing a Soundburst, doing 34 points of damage to both of the Giant Zombies.  This also Dazed the Zombies until the end of his next turn.
Zip flowed out of the shadows to strike at the first Giant Zombie, but missed by 1, and did a small amount of miss damage.
Delthen struck again with his Smite attack, and then drank a healing potion.
Cerise drew her short sword and hit for minor damage on one of the Elementals.
R6 E6
All four attacks from the two Earth Elementals that could get to Cerise as she held the passage missed.
The Despoiler Demon rolled a 20 for his Whispers, doing 30 points of damage to Delthen.  This also caused the Paladin to be Confused.
Hey hit the first Giant Zombie again, and rolled a 1 for one of his damage dice.  He invoked his power to reroll 1s, and rolled another 1.  7 points total to the Zombie, which just seems to be built to absorb massive amounts of damage.
The first Giant Zombie then rolled a 20, critical hit on Delthen for 44 points of damage.  However, because of the synergy between Cerise’s Life Domain and Delthen’s Relentless Plate Armor, he was still up and fighting.
The second Giant Zombie then smashed Froodo, and the hit would have taken the Halfling Monk to -1 hit points.  However, the monster was still Dazed, and that made the hit a miss, and Froodo instead took no damage.  It had just been his life flashing before his eyes prematurely.
Delthen, because of his ability to make saves at the start of his turn, saved and was no longer Confused.  He then drank a healing potion [n.b. maybe the friendly unused Icon rolls were allowing the characters to turn drinking potions into quick actions, yeah, that’s the ticket . . .].  Then he attacked with his magic mace for a respectable 16 points of damage against the seemingly unstoppable Zombie.
Zip makes another attack, once again betrayed by her dice, but saved, because the Escalation die was at 6, and so she still hit.  A reasonable 10 point hit, that the Zombie took and kept on going.
Froodo then just managed to hit using his finishing attack in Mantis style, taking the first Giant Zombie down finally.
Lief began to sing his Song of Spilt Blood, and then wove in his Battle Chant attack, damaging the second Giant Zombie.
Cerise disengaged from the Elementals (one got an opportunity attack, but missed), and she cast her mighty Spirits of the Righteous attack, which sadly missed and did nothing to the second Giant Zombie.
R7 E6
The elementals surged forward into the gap left by Cerise’s retreat, and they struck at Lief.  He was hit twice, but also used his magic hood to cause two of the misses by the elementals to turn to fumbles.  The Elementals struck each other as much as him.  Another Elemental engaged Cerise, striking her.
The Despoiler Demon then exercised its will on Delthen, causing the Paladin to suddenly see Froodo as an enemy.  Froodo tried to avoid the attack and forced Delthen to reroll, but to no avail, and Froodo was hit.  The Despoiler then used its Whispers on Zip, but rolled a 1 and took 15 points of psychic feedback damage and itself became Confused.
Hey once again struck the second Giant Zombie, and the Giant Zombie returned the favor, for 22 points of damage.  Hey drank another healing potion.
Froodo took a moment to drink a healing potion.  He then launched two attacks, hitting with both.
Delthen hit the second Giant Zombie for 22 points.
Zip hit the Giant Zombie as well.
Lief concluded his Song of Spilt Blood and spent a recovery, and then he blasted an elemental with his Battle Chant.
Cerise, once again swinging her short sword, did minimal miss damage.
 
R8 E6
Lief was hit once by an Elemental, and three more attacks against him fumbled.  The Elementals were looking more like Rock’Em Sock’Em Robots.  An Elemental also hit Cerise.
The Confused Despoiler Demon then launched an attack on the last Giant Zombie, destroying it.  The Demon then snapped out of its confusion, but was unable to retreat.
Delthen then rolled a 20, and did 26 damage with his critical hit.
Froodo then jumped forward with a flying kick, and finished off the Demon.
Lief then destroyed one of the Elementals with his Battle Chant.  He also granted a temporary +2 to armor class for Cerise.
Cerise was left with miss damage again on her Elemental.
Zip launched her Flying Blade to hit for some damage.

R9 E6
Lief was hit once by an Earth Elemental, but induced another fumble.
The Earth Elemental attempting to smash Cerise missed due to her temporary higher armor class from Lief’s Battle Cry.  Another elemental managed to land a blow on Froodo.
Hey rolled 20 and critically hit one of the Elementals, destroying it.
Froodo also smashed an Elemental, destroying it.
Zip rolled a 20 for her Flying Blade attack, doing 32 points of damage to an Elemental, killing it.
Cerise stuck an elemental with her Javelin of Faith.
Delthen fired his crossbow, but missed.
R10 E6
One Elemental remained, mindlessly continuing its attack.  It landed two successful strikes on Lief.
Hey took a mighty swing with his tree, but he ended up just barely grazing the Earth Elemental.  It was, however, so damaged that the miss damage alone was enough to take it out.
 
End of Combat
Delthen made sure to take the skull of the Warlord, Tamaich, as a trophy.

They then carefully explored the tomb tunnels, looted and loaded up the treasure from the tomb, but then discovered two very bad things.
First, the way to climb out of this lowest level had been wrecked by the passage of the two Giant Zombies, so getting back up through the hole, high in the ceiling, was going to be difficult.  Of additional concern, looking up through the hole, there was an army of Zombies, all those cursed dead of the Lorai warriors who had been nailed to the ceiling of the upper tomb had been summoned to take vengeance on those who would try to escape the lower levels.
The solution, the group decided, was to empower a ritual to banish the undead.  The cast about for components.
Delthen offered up his trophy, Tamaich’s skull.
Zip found two purple gemstones that had appeared on her necklace (which is her One Unique Thing), and they placed these gems to help focus the ritual in the eye-sockets of the dead Warlord. 
Froodo used his philosophical understanding of Guardians through his practice of the Dutiful Guardian style to find parts of the three guardian Wights and their regalia to add to the ritual.
Lief sang a dirge of the dead, to help quiet the restless spirits.
Hey danced a mighty dance of transformation and freedom.
Cerise took all the elements and bound them together in her magic and the magic of Priestess, powering the spell with her Turn Undead Spell.
She rolled for the rituals success.
20!
BLAM!
A holy beam of light pierced the tomb, not only bathing all the tomb in purifying light, dismissing the spirits and cleansing all, but also a crystal staircase of light formed, allowing the party to ascend, not only out of the lowest level of the tomb, but to walk all the way up and out the top of the mound where the unholy place had been transformed to a place of the blessed.
Once in the open air, Rolen and Indigo revived, and each member of the group felt deeply and positively his and her connections to their Icons, felt restored in body and spirit and felt empowered to go forward to their destiny.
We concluded play to the receding sound of angelic voices pouring forth from the heavens.