City of Crypts

Fate's Twisted Lines, Annotations

Entry 2

When we arrived at the Pyramid the pathway leading into the funerary grounds was made of broken stone with a viscous, sickly fluid flowing through the area. The smell was strong enough to make our Druid sick while the rest of us were barely able to resist it’s effects.

The main entrance was lined with tall columns lit up with glowing red Midian symbols. Each one held a humanoid chained aloft, ablaze with fire, in varying states of death and undeath. We cut the poor creatures down and put them out of their misery.

The first official “room” had a pair of great doors slightly ajar, but nothing stood out. It was the second room filled with cages that was meant as the second warning. All but one of them held a corpse from members of the Order of the Circle. Only the one paladin had survived.

The final warning was the spectral skull cackling warnings of doom to ward us away. Until the dwarf slayed it anyways. The spirit was to the left of the entrance, though I am unsure of any relevance to that.

We will return once we’ve healed the Paladin and Warlock, and gotten then some basic gear. It would be foolish to enter with restoring them to full combat efficiency first. We’ve invested nothing into the Pyramid so far.

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Fate's Twisted Lines

Entry 1

Burgeoning greed pushed us to this point. We’ve done ok this past year, but none of us have achieved our goals. Valthalos Karim is an unknown factor in the City of Crypts, and the fact that a consortium of investors is using him as their face man to hire us bodes ill. Prince Masque’s involvement would normally raise my hackles even more, but he now serves Orim and Rachel as their High Prophet… What could that even mean?

All in all however, I couldn’t count myself luckier. We were blessed by Orim and Rachel, embracing our destinies, and marked by their divine power with tattoos on our right arms. All of our failures up until now were nothing more than the building blocks to prepare us for what will come. Orim and Rachel have chosen to guide us to our destiny!

Notes on cards
Cyndalin, Crypt Breaker: 78 – Flying Golden Dragon (Majesty), right side up
Rob (Druid): 40 – Pyramid (Age), right side up
Brian (Fighter): 19 – Executioner (Ending), upside down
Ian (Ranger): 62 – Shadow King (Manipulation), upside down
Eddie (Monk): 89 – Justicar (Order), upside down

We had to sign a Zhonite Blood Contract, but that’s standard business in these parts. In the end we agreed to a 70/30 split (in their favor) on monetary items, a 40/60 split (in our favor) on magic items, and to retrieve 6 artifacts for them (the artifacts will count against them for items).

Description of Artifacts

  1. Complex mechanical item made of metal
  2. Carved bloodwood box containing two special vials of liquid
  3. Five star crystal spheres
  4. A mithril and silver steel necklace w/sapphires and a glowing gem
  5. Scrolls in red and gold on adamantine in Midian A in platinum cases
  6. A sealed urn 1’6" high made of mithril and bloodsteel (stays sealed)

Once terms were set, they provided an escort to the Pyramid of Ashaghal the 2nd and promised to provide means to retrieve all of the booty safely once we’ve finished clearing the area. Valthalos Karim also gave us the key to the pyramid to be used once we breached the funerary grounds.

While I’d like to recount more information about the Hanged Jester, I just wasn’t able to pay much attention to him while I scouted out the area for our party. Also, he talked like a bard from the “old days”. Hell, that was honestly half of the reason I don’t even know what he said… Once he was down spewing moronic warnings he introduced us to our escort.

I know the escort was important, but he never said anything. I caught that he was one of the great Emperor’s of Midia however, House urel-Khadeth. The one to betray Midia and breach his own defenses. I hate Midians…but that guy’s ok in my book.

One of those two (not sure which) also blessed us with an Orimite Relic, a clear orb with a white butterfly inside covered in blue and red markings. I’m not 100% sure what it is capable of, however the relic orbs have historically always held great power that can only be used one time.

Scribbled notes follow depicting the entrance to the funerary grounds, and various signs (corpses/undead) to warn adventurers away.

So we haven’t really delved into the “dungeon” yet, but we’ve already found two potential companions. Normally I’m happy to find a Paladin willing to follow me into an undead infested pit of hell, but this guy’s a Circle Jerk. But he’s willing to fight with us and that’s good enough I suppose. He was with an entire unit of Circle Jerks initially, but they were all killed (Hooray!! Go Undead!!) and he is willing to do whatever it takes to make the inhabitants of this foul place pay for what they’ve done.

We’ve also found a Talathos Warlock, worshiper of Kharshis The Seductress, Mistress of Magic and Sexuality. She’s evil and a Midian, enough for me to slit her throat on the spot normally. But we found her helpless and injured with broken legs, and now she’s hell bent on vengeance. Her party (all Talathos) left her for dead and striped her of her gear when a roaming Golem patrol nearly killed her. Now, she’s willing to sign on with us and do whatever it takes just so long as we give her a chance to kill her former comrades.

Notation: She was found to the right of the entrance, which demonstrates a high level of ignorance of Midian architecture. We’re going left.

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City of Crypts Current Update

It has been ten years since the rise of Rachel the God Child to divinity and the landscape of the City was changed. A relative calm has spread over the City. The City no has 7,000 inhabitants, and has spread north to Dead King’s Hill, while keeping bordered on the West by the Great Acropolis, the South by the Necropolis, and the East by the Temple District. The rise of the City of Dragons to the North and the Empire of Shadows to the South, coupled with the constant patrols of the Order of the Circle along the Caravan routes has chased most of the Beastmen tribes and hostile Tarak nomads away from the area. The City has never been so prosperous and secure before. Given that throngs of new arrivals continue to loot the easily accessible ruins, clearing them of threats, the only real places of challenge left are the deep ruins such as the Acropolis, the Temple District, the Necropolis, the Palaces of the Pale Princes, and the Pyramids. Rather than challenge these places, many have chosen instead to begin surveying previously untouched sites, such as the two Temple Cities to the South-west of the City, or the Valley of Tombs to the South. Many older inhabitants complain of how much easier the newcomers have it, compared to the wilder days. The Senate runs things smoothly now, the Guilds are profitable and more business than mercenary, and the Mage Lords seemed involved in research rather than running the City.

It would seem that the only problems these days are the rumors that are circulating the busy population. How demons have been spotted patrolling the Great Acropolis, about how the Tarak nomads have suddenly withdrawn from area back to the Salt Plains of Asharim to the East, that caravans have reported seeing movements of large groups of undead between the ruins to the South, processions of Midian undead, led by priests, have been seen heading into the Valley of Tombs, and the City again hosts Beggar Priests in the Chapel of Ashes, who preach the word of the god Khestros the Unknown, preaching that the Red Tears of Urush-Sharak would flood the City with destruction.

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The Scarlet Pyramid Official Intro
Chronicle Introduction to the Scarlet Pyramid

Since the moment stragglers from the First Crusade crossed the vast stretches of the Gray Wastes to find the ruins of a huge ancient city strewn across the Valley of Silence, the massive pyramids clustered south of the city, brooding over the devastation, have aroused curiosity, avarice, and fear among the inhabitants of the City of Crypts. Long suspected of hiding the vast wealth of ancient Midian rulers within the dark confines of these hulking monuments, they have so far resisted exploration and looting, with adventuring groups returning decimated by hordes of powerful, ravenous undead, or more commonly, not returning at all.



Stretching in two arcs south west of the City, along a massive ruined causeway of stone mortared together with the bones of thousands of Midian victims, the pyramids near the city show signs of heavy damage, but are still relatively intact, if half buried, as they stretch off towards the ruins of the Temple City of Gha’Harash, while the pyramids west of the Causeway of Ancients are mostly rubble, blasted apart and almost completely buried under gritty sand and ashes. The remnants of funerary temples cluster near the pyramids, and since all the inscriptions are in Midian Linear A, few are known to be connected to any particular ruler, so the City inhabitants have taken to giving them names based off of characteristics, such as the Broken Pyramid, the Lonely Pyramid, the Iron Pyramid, or the Empty Pyramid, to give examples.



One such pyramid is called the Scarlet Pyramid, so named because its exterior is composed of still visible bright red marble. It looms ominously near the beginning of the Causeway of Ancients, fronted by a funerary temple called the Temple of Crimson Shrouds, past the Iron Pyramid and the Sanctum of Torments. Mostly ignored due to the presence of easier targets for looting closer to the city, the merchant lord Valthalos Karim, representing a consortium of investors, has obtained an item that will allow entrance to the pyramid, once the temple is breached. Once inside, they have only to recover certain items for the consortium, then they are allowed to split half the wealth obtained. It remains to be seen if these brave professionals can survive the horrors of the ancient Midian dead, and their fiendish traps both mechanical and magical, or will they become yet another bold group to never return from the darkness of these grim monuments to ancient Midia’s evil and power.

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Scarlet Pyramid Addendum

Forgot to include the stat spread. Its 18,16,14,12,12,10. Remember, no gnomes, and any race other than standard and any template must be approved by me first. As always, going in, no one should know much about Midia. That’s not a prob for Brian, Eddie, and Shayla, but for the other culprits OCK should be at a minimum. As far as the bulk of the world’s inhabitants go, Midia is some ancient evil scary magic empire mentioned in the Pantheist liturgy about the evils of arcane magic and Talathos worship. Even the city’s inhabitants only know they live on the ruins of a Midian city, not which one it is.

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The Scarlet Pyramid
New Chronicle
  • This is the start of a new one-off adventure. Ian and I have discussed for years that no one ever loots a pyramid in the City of Crypts, so I created a full scale pyramid dungeon and designed a mini-game around it. On the surface, its a standard dungeon crawl: a wealthy patron hires a group of adventurers looking to make the really big score. Underneath, it is a lead in for the next City of Crypts campaign, as decisions and actions taken in this will shape the scope of the next campaign.
  • The campaign is for level 15 Pathfinder rules. Equipment is for level 15 as per the main book, and characters may be of any class or alignment. Any swap out options from ultimate books must be approved by me prior to start. As off 3/11/13, declared characters are:
  • Ian is playing a Ranger
  • Rob is playing a Druid
  • Mickey is playing a Summoner
    The game will be on Thursdays at Brian’s as normal. Email or text me with any information or questions.
    PS: I will be adding a list of Midian and Campaign specific feats ASAP. When it is up, if you want to take one, ask me first.
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Welcome to your Adventure Log!
A blog for your campaign

Every campaign gets an Adventure Log, a blog for your adventures!

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.

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