Velmont
First Post
Some secret revealed:
1) The tomb was a prison made by Gatekeeper long time ago to capture the soul of a Daelkyr they were unable to banish. The Daelkyr was a master at mind controlling.
2) The ward had been weaken and the Daelkyr had been able to use his influence over the last decade. It was small, but he was slowly entering in the mind of people. Many people killed themselves. Jasper knew only of the last owner, but if you would have asked his staff, you would have heard of many more like story.
3) The poem was a warning. You had to read only the first and third line of each paragraph to read the warning properly. The second and fourth were there only to confuse unwanted intruder.
4) The room of Earth, the trap was obvious (Cave In), but if you wanted to spot that the Cave In was unstable, you needed to make a Dungeoneering check. That was the same as the unstable Pillar trap.
5) You got the Room of Air greatly. Twilsemail and Evilbob, you had been great on that one. I think you didn't made any Arcane or Nature check. High enough roll would have given hint on the meaning of the runes, which was name of some winds. Also, the little symbol added in front of some runes meant the wind was twice (or three time) stronger.
6) You got the Room of Water too.
7) The cultist wasn't planned in my first draft of adventure. I added them after suggestion of some judge, to break change the beat of puzzle solving. It was my first mistake because I didn't took the time to think about it. All the rooms had been played on my table top game, but not that encounter.
1) The tomb was a prison made by Gatekeeper long time ago to capture the soul of a Daelkyr they were unable to banish. The Daelkyr was a master at mind controlling.
2) The ward had been weaken and the Daelkyr had been able to use his influence over the last decade. It was small, but he was slowly entering in the mind of people. Many people killed themselves. Jasper knew only of the last owner, but if you would have asked his staff, you would have heard of many more like story.
3) The poem was a warning. You had to read only the first and third line of each paragraph to read the warning properly. The second and fourth were there only to confuse unwanted intruder.
4) The room of Earth, the trap was obvious (Cave In), but if you wanted to spot that the Cave In was unstable, you needed to make a Dungeoneering check. That was the same as the unstable Pillar trap.
5) You got the Room of Air greatly. Twilsemail and Evilbob, you had been great on that one. I think you didn't made any Arcane or Nature check. High enough roll would have given hint on the meaning of the runes, which was name of some winds. Also, the little symbol added in front of some runes meant the wind was twice (or three time) stronger.
6) You got the Room of Water too.
7) The cultist wasn't planned in my first draft of adventure. I added them after suggestion of some judge, to break change the beat of puzzle solving. It was my first mistake because I didn't took the time to think about it. All the rooms had been played on my table top game, but not that encounter.