The final battle was on. After blasting Hinata in the face with its fist, Rajas'el-Najar focused on what it thought was the weakest. The Rakasta made for some good fodder, but the wounded Paladin behind them seemed a more valuable target. After taking hit&run damage from the monk, the mummy crushed another Rakasta and moved in on Flo'rel.
The party surrounded the sarcophagus. The Paladin, who had suffered in unbelievable pain & agony from a wasting disease known as "The Mummy's Curse" for over a week, believed he had less than 24 hours left to live.
The Mummy closed in and raised its clawed, decrepit fist. The fists came down; raking through the Paladin's soul. Flo'rel hung to life by a thread. Luckily, the Hutaakan priest came in and strengthened Flo'rel's tenuous grasp on life.
Then Cyd came bounding in. Healed him and removed his curse. Flo'rel struck down the unholy blight and Rajas'el-Najar was no more.
Flo'rel: "You watched me waste away for over a week and you waited until now to heal me?"
Cyd: "Yep"
Flo'rel: "..."
END OF BOOK 1: THE ISLE OF DREAD CAMPAIGN
Epilogue
The Rakasta led the Red Suns to their camp on the western shore of the island. The group will rest here for a bit before returning to their ship on the eastern side of the island at Tanaroa Village.
Metagame
This is the list of Adventure options for when we return to this campaign. I will flesh this out a little bit in the coming weeks, so each option will have a better description.
Were-Shark in chains. (Characters don't know this, but the Shark guy is no longer captive)
Travel to the Plateau (Flo'rel's curse and Bistek's obsession)
Pale Countess (The Duke asked you to find a lost ship)
Tamoachan (deadly "Raiders of the Lost Ark" style dungeon)
Return To Karameikos (Cash in. titles and glory. Perhaps build an army and return?)
Master of the Desert Nomads & The Temple of Death (epic old school adventure. Might be something for after Isle of Dread. Or not at all 🤷)
Experience
Everyone gets 1,000 XP
Treasure
Ring of Protection (attunement): +1 AC, +1 Saving Throws
Staff of Withering (Attunement) Requires Cleric, Druid, or Warlock
This staff has 3 Charges and regains 1d3 expended Charges daily at dawn.
The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Circlet of Blasting (Attunement)
While wearing this circlet, you can use an Action to cast the Scorching Ray (damage changed to Necrotic) spell with it. When you make the spell's attacks, you do so with an Attack bonus of +5. The circlet can't be used this way again until the next dawn.
Scorching Ray
You create three rays of necrotic energy and hurl them at Targets within range. You can hurl them at one target or several. Make a ranged spell Attack for each ray. On a hit, the target takes 2d6 Necrotic damage.
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