Wednesday, July 6, 2011

Castle Amber_Alternate Ending_Part 2




So you made it through Castle Amber, found all the artifacts in Averoigne needed to find the Tomb of Stephen, fought your way through the horrid deserts of Yondo. You are at the door of Stephens tomb starting at the black shield of sable, a phenix Or!

You open the door and head inside, only to find 12 sarcophogi which open up releasing 9 Mummies. Roll 9 savings throws vs. paralysis.... *insert the mad evil laughter of a DM as he watches his players one by one failing their saving throws*

Then I will have the mummies stride up and attack the party - gaining automatic initiative!

The party will face down 9 horrific foes, and then I have 4 rooms flanking the central hall that will begin to open up every 3 rounds releasing a small group of Magen guardians for Stephen's tomb! If this doesn't end in a TPK, the PC's will have proven their muster, and can enter Stephen's tomb and release him. He will use wishes to bring back any dead PC's and then whip them all back to Mystara and the adventure ends.... for now.

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